Ok, I think I am beginning to understand this a bit better. There looks to be three distinct generation of WSS drivers used in sierra games.
The first generation is the 16 bit driver (patched and working).
-Space Quest VI (not orginally supported but working)
-PQ1 VGA Remake (not officially supported but working)
-King's Quest VI (officially supported but busted)
- ect, anything using the AUD prefix and supporting a separate driver for digital audio
The second generation is the one 640k!enough just patched (working)
-likely others. Using DAC prefix but otherwise not easy to tell from the last gen.
The third generation is used in the latest sierra games
-and many others
For this last generation, if I use the patched 32 bit driver from 640k the games will crash. Each of these games comes with an included WSS driver that does sort of work in a way that is similar to the unpatched 32 bit drivers keropi found. I have confirmed they are all using the same version of the WSS library by copying the file from LSL7 into each of them and seeing if they will run. I have attached that driver to this message.
This driver behaves very similar to the 32 bit and 16 bit drivers already patched, but it has an additional problem where a layer of static or popping noises (similar to DMA clicking but happening far more often) plays in the background. Phantasmagoria supports 11khz sample rate during gameplay and 22khz during cutscenes, and what I noticed is that the popping noise only happens during cutscenes, so I think it is probably an issues with the 22khz sampling. If this drivers were patched and properly working it would provide a huge benefits because 16 bit audio at 22khz sample is well beyond the SB pro. Whatever 640k did to fix SPDIF would probably work on this driver too but I don't know how hard it will be to fixing the clicking/static issues with higher sample rates.