After troubleshooting over the past couple of months, the problem has been solved! The short answer is this: Our project was connected to a GitHub repository, and the Wwise plug-in on Unreal does not properly carry through commitments to a branch, meaning when I pull from a branch's origin, there is no longer a plug-in that is recognizable on builds of an Unreal project. (This is why in the document shared in the original post, there is a message that says "Wwise SoundEngine is disabled: Using the null SoundEngine) Deleting the Wwise folder -- The plug-in -- from the project's folder hierarchy, and then reintegrating Wwise into the Unreal project through the AudioKinetic launcher solved the problem. It allowed for a build of the game that included audio.
I had no idea the problem was related to GitHub and am still unsure how to break down the full troubleshooting process toward figuring this all out. However, I will be doing my best in a video down the road, covering the integration and build process for Wwise when it is either involved or uninvolved with Github. (I will reply to this comment with a link when that happens).