I think you're going to have to do a little hunting and pecking, as it were. I believe all of the important stuff is already in the default file (HTCevents), and you can extrapolate the rest from the previous sound structure of Aces High 2. They have basically ported over the same concept, but added a few things like multisounds, so instead of a single large explosion (explode6 from AH2) you can now have many different version (within reason) and allow the FMOD system to randomize which one plays.
There are a few changes from the course you purchased on MacProVideos, for instance I do not believe we can choose the quality of sound output. I think Vorbis is all there is. We also have an Asset tab, which the old version required the Asset bin to be a separate window.
And there may be a few bugs in the way the structure is. I am testing out the results of the surfaces before I insist that there is a problem, but I think I may have found one.
Anyway, it's not like you can just slap files in and have it work. You really have to choose your samples well in a lot of instances, and the tags for cadence samples need to be adjusted just right, things like that. For instance, I just happened to nail the M1919 .30 cal gun, but the M2 .50 cal just refuses to work right. I'll have to zoom in on the sample and really pick the right point, otherwise it malfunctions. Or it may be that the game engine is looking for another sample and there isn't one.
It's going to be work, but I know you can figure this out.