According to Wikipedia, Audiosurf uses an offline build step to analyse the music, rather than doing this on the fly:
"Each music file imported to the game by the user is first analyzed by
the game engine, and an ASH file (containing the dynamics of the sounds
and how the track and blocks are arranged) associated to the music is
created and saved (typically around 30 kilobytes)."
There is nothing built into the XNA Framework to do this, but you could roll your own if you have the necessary signal processing experience, or can find libraries to implement the hard parts. I suspect they first use an MP3 decoder to convert the audio to PCM format, then run an FFT over that to extract frequency bands, probably in conjunction with some kind of (maybe per band?) beat matching algorithm.
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