In Wwise's profiler, open the "Streams" tab. There you will see all streams that currently exist in the Stream Manager, including streamed audio files and SoundBanks.
The "buffer size" column represents the target buffering length of each stream, in bytes. The game creates a streaming device and specifies a value for AkDeviceSettings::fTargetAutoStmBufferLength, in milliseconds. Depending on the audio file estimated throughput (which itself depends on compression ratio), the effective value in bytes varies from one sound to another. Note that the buffering size is always at least equal to the device's granularity (specified in AkDeviceSettings::uGranularity), because streams need to be at least double-buffered (one buffer written to by the stream manager, another read from by the sound engine), otherwise sounds would starve every time the sound engine is done reading a buffer.
Note that the buffer size is irrelevant for "Standard Streams" (this is the type of stream that is used to read SoundBanks). Standard stream I/O is done in the caller's memory; that memory is not managed by the Stream Manager.
Next to the buffer size, you will see a gizmo that represents the percentage of buffering for each stream compared to the buffer size (that is, their target buffering length). Note that at some points streams can be buffered even more than this value, but you will not see it in the profiler. You might also want to check the "Memory" tab, and look at the usage of the I/O pool.
The "Bytes/Sec" column represents an approximation of the amount of data that was read by each stream, divided by the profiler's sampling rate. The "Priority" colum represents the stream's priority, which is equal to the sound's priority (with an offset according to distance, if applicable).