I wrote the "Getting Started" tutorial. In fact, I was the one who started the whole modding tutorials thing. This was back in, what, alpha 4?
If anything, it was more of an invitation to contribute than an attempt to teach "advanced" modding. I thought, "no, it's not worth another 6 hours of research trudging through ILSpy and source code on people's mods trying to figure out the simplest plugin possible." Besides, this was
alpha! Features are overhauled all the time; there's no point in trying to spend too much time figuring out changes in each update.

Things are
still changing a bit too rapidly. It's not just tutorials that are out of date; a lot of information and stats also get outdated very quickly and the way we are trying to keep it up to date at the moment is extremely inefficient. The content is also prone to grammatical errors that don't get fixed. In addition, not many of the properties are documented well. I can tell you that property X makes the def work correctly, but I cannot tell you where it fits into the game.
The sound article was written by Tynan. "Well why doesn't everyone write like him?" As the developer, only
he knows the technical details of just about everything in the game, knows exactly what's going to be updated in the future, and what is going to stay the same. We as players cannot read his mind or the sticky notes on his desktop, and we do not know what game mechanics or defs will be preserved across versions in order to make our tutorial as "neutral" and version-agnostic as possible. Notice that Tynan did not include any XML code in this tutorial, because only
he knows that the dev menu will
always contain a sound editor that will always produce compatible code.
Suffice to say, there is no way to make a tutorial that will stand the test of time. Maybe later this will be possible once we get into Beta.