I was under the impression that only AUDDISNY.DRV worked. I'm just not 100% sure that AUDDISNY.DRV works on older conventional computer hardware. I'm not in this for DOSBox compatibility because DOSBox is compatible with
everything anyway. I'm not worried about that.
My whole viewpoint is that if I can get these games as 100% compatible with older hardware as Sierra's games were and to look and play the same as Sierra's games then that insures the best quality game in my opinion. That's why I don't like taking shortcuts to take advantage of modern hardware like using ScummVM for undithering or sciAudio for digital MP3 playback. Not that those are bad things I think they're amazing and the people who made them moreso, I just prefer the classic approach. It
is a retro engine. Let's face it, no matter how much we can pretty up SCI or how many advancements we can add to it, we can always do FAR more and with FAR better modern compatibility with AGS. The novelty is fun to do it with SCI, but it's still old and I like treating it that way. That's why I use it. I'm probably the only one who looks at it this way, though. But that's why I strive for compatibility with "debunked" hardware like the MT-32 and Adlib, even though the tools are still lacking for proper support (PATCH creation for one, huge drawback). I also like doing interesting things with MIDI. Things you just can't do with digital, or at least can't do very easily.
Anyway, that's why I dislike the idea of using hack-ish shortcuts that break things and deciding that's ok because it "works in DOSBox/ScummVM" as if that's all that matters, which seems to be the general consensus lately. It just doesn't feel true to the spirit of it all to me and doesn't feel like we're doing it "right".
By the way, as I'm typing I'm realizing this may all be coming off harder than it's intended. Just know this isn't directed at anybody or anything in an antagonistic way, just my thoughts....at 11pm.

Guys, the DoAudio kernel call has a subfunction for setting the output sample rate. I see that the template game doesn't call it - perhaps it is required? A number SCI32 and SCI1.1 games call it once on startup.... there are also functions for setting the number of bits/sample and mono/stereo (but those are not present in LSL6).
Interesting...