In DBPro there is an example using the fmod.dll - shows a neat UV bar thing and all that complex data - but you'd still have to calculate everything. To me that seems impractical, it's not how games like Guitar Hero and RockBand do things - they use midi files.
So, I'd suggest having a timeline array and doing it manually, the long and tedious way, but compared to what is involved in analysing audio to this extent.... well do you really want to spend months messing around with that, or a few days with your own editor. I'd work out the BPM and get the song aligning to a simple grid, have it so you can record while the song plays, then edit, and test it thoroughly. I think that's a much saner way to spend your time, and it's something that you can get stuck into right away.
It's what they do for Rock Band, some poor sod sits with a midi keyboard and listens to the song, hammering out the responding notes for the guitar or drums. This is much closer to the music experience than Audiosurf - that is more interested in presenting a challenge and flowing with the music, working out the BPM as it goes to link that to the vehicle speed. I like both games, but I'd only bother attempting a Rock Band style music game, with manually edited beats.
The code is dark and full of errors