Yes, one can use the spring mesh solver with a 3d fluid for simulation of sound waves in space. The attached scene does this. There are two emitters (one of each speaker) that use an sin function in an expression to emit like a sine tone generator:
float $frequency = 4.0;
fluidEmitter1.fluidDensityEmission=sin(time * $frequency);
fluidEmitter2.fluidDensityEmission=sin(time * $frequency);
The fluid collides with the room and objects, so the sound waves bounce off of and diffract around them. When using the spring mesh model, in terms of the opacityInput attribute the value of 0.5 is modified to mean zero density( which really means zero pressure ). So to make zero density transparent the opacity graph has the middle zero but the rest = 1.(in a V shape).
Values > 0.5 are positive pressure and < 0.5 are negative pressure, with 0.5(zero pressure) being transparent. The color is similarly mapped so that positive pressure is orange and negative blue.
The emitters are parented to the speakers, so you can try moving them around and see how it affects the propagation.