Thanks a lot for your help. It's compiling after all. I still have major problems, though. It took me several days to analyze the problem.
What I did:
I searched in the SDK folder of Wwise for "Astoundsound" and found 4 *.lib files to add there: AstoundsoundExpanderFX.lib;AstoundsoundFolddownFX.lib;AstoundsoundRTIFX.lib;AstoundsoundShared.lib
I added these dependencies for all 6 profiles (debug_x86, profiler_x86, release_x86 and x64s ...). I started the build process with Visual Studio 2010 and there was no error.
I copied the entire deployment folder into Unityproject/Wwise/ and replaced all files in there. After that, I started Unity and used the "Assets->Wwise->Install Plugins ..." function to copy the debug versions to /Assets/Plugins (the debug versions are also used by standard in the integration.unitypackage). On the machine which built these plugins, the unity project runs fine.
On another machine it does not work, however! Using the same files, Unity will drop errors in the console during play-mode:
DllNotFoundException: /Path/To/Unityproject/Assets/Plugins/x86/AkSoundEngine.dll
AkMemSettings..ctor ()
AkInitializer.Awake () (at Assets/Wwise/Deployment/Components/AkInitializer.cs:81)
DllNotFoundException: /Path/To/Unityproject/Assets/Plugins/x86/AkSoundEngine.dll
AkSoundEngine.LoadBank (System.String in_pszString, Int32 in_memPoolId, System.UInt32& out_bankID) (at Assets/Wwise/Deployment/API/Generated/Windows/AkSoundEngine_Windows.cs:1536)
AkBankHandle.LoadBank () (at Assets/Wwise/Deployment/Components/AkBankManager.cs:40)
AkBankManager.LoadBank (System.String name) (at Assets/Wwise/Deployment/Components/AkBankManager.cs:108)
AkBank.HandleEvent (UnityEngine.GameObject in_gameObject) (at Assets/Wwise/Deployment/Components/AkBank.cs:55)
AkUnityEventHandler.Awake () (at Assets/Wwise/Deployment/Components/AkUnityEventHandler.cs:39)
AkBank.Awake () (at Assets/Wwise/Deployment/Components/AkBank.cs:30)
DllNotFoundException: /Path/To/Unityproject/Assets/Plugins/x86/AkSoundEngine.dll
AkSoundEngine.RegisterGameObj (UnityEngine.GameObject in_gameObjectID, System.String in_pszObjName) (at Assets/Wwise/Deployment/API/Generated/Windows/AkSoundEngine_Windows.cs:1405)
AkGameObj.Awake () (at Assets/Wwise/Deployment/Components/AkGameObj.cs:58)
DllNotFoundException: /Path/To/Unityproject/Assets/Plugins/x86/AkSoundEngine.dll
AkSoundEngine.RegisterGameObj (UnityEngine.GameObject in_gameObjectID, System.String in_pszObjName) (at Assets/Wwise/Deployment/API/Generated/Windows/AkSoundEngine_Windows.cs:1405)
AkGameObj.Awake () (at Assets/Wwise/Deployment/Components/AkGameObj.cs:58)
DllNotFoundException: /Path/To/Unityproject/Assets/Plugins/x86/AkSoundEngine.dll
AkSoundEngine.RegisterGameObj (UnityEngine.GameObject in_gameObjectID, System.String in_pszObjName) (at Assets/Wwise/Deployment/API/Generated/Windows/AkSoundEngine_Windows.cs:1405)
SoundTriggersWwise.Awake () (at Assets/Sounds/Classes/SoundTriggersWwise.cs:15)
DllNotFoundException: /Path/To/Unityproject/Assets/Plugins/x86/AkSoundEngine.dll
AkSoundEngine.SetListenerPosition (Single FrontX, Single FrontY, Single FrontZ, Single TopX, Single TopY, Single TopZ, Single PosX, Single PosY, Single PosZ, UInt32 in_ulListenerIndex) (at Assets/Wwise/Deployment/API/Generated/Windows/AkSoundEngine_Windows.cs:3289)
AkAudioListener.Update () (at Assets/Wwise/Deployment/Components/AkAudioListener.cs:32)
Of course, there is no sound.
Using the profiler or release version, it works on another machine, too. What do I have to do to make the debug version compiled on machine a run on machine b?
Again, thank you for your help!