You may all know this already, but just bare with me and I'll get round to trying to answer the question...
FMOD and Wwise are Middleware Solutions - Unity and UDK are game engines. The reason why this is an important distinction is that both Unity and UDK (correct me if I am wrong) are running the FMOD API as the basis of their audio solution. Both UDK and Unity just use their own graphical interface instead of the FMOD designer. With UDK and Unity (both of which I have used but not extensively so my memory may be failing me) the sound bank building is done when you build the game. So you would have to choose the platform you want to export to and then the soundbanks/packages build automatically. The platform would be e.g. Xbox, PS3, iOS etc. or which ever platforms you have license for, then you would transfer the game to that platform and it should work.
With FMOD and Wwise things can be slightly different cause you can manually build soundbanks straight from the designer tool. If you have a game that has integrated the designer versions of FMOD or Wwise, choose the target platform, and create the sound banks. You would usually point the soundbanks to be built to a specific directory inside the game assets directory. Different platforms would have different paths. You would then copy the game to the target platform and play.
So to answer your question - you should just be able to choose the target platform and build the banks without getting your hands dirty with scripts and code. BUT if you are using FMOD or Wwise middleware then what you do after the sound bank building is very much at the discretion of how well these are coded into the game.
Also to export audio for a platform e.g. iOS then you will need the iOS License otherwise it won't work.
Out of curiosity though what are you trying to do? It 'sounds' interesting :)