How to make my audio script play two audio at same time?

Right now I have a script called PlayerAudioManager, when I use the function play audioclip, it only can only play one clip, so if a sound is playing and then it is called to play another sound, the sound it was playing is canceled. How do I make a framerate-friendly system that has the capabilty of playing multiple audio clips at once?

Code:

using UnityEngine;
using System.Collections;

//This needs to be added to the ROOT player object.
public class PlayerAudioManager : MonoBehaviour {

	public Transform Global_AudioObject;
	public Transform Local_AudioObject;

	public void PlayAudioClip(AudioClip toPlay,AudioPlayType playType,bool randomPitch, float volume){
		if(networkView.isMine){
			float pitch = 1;
			if(randomPitch){
				pitch = Random.Range(0.90f,1.10f);
				//Debug.Log("Pitch: " + pitch);
			}
			if (playType == AudioPlayType.All || playType == AudioPlayType.Global) {
				//Play the audio with RPC
				networkView.RPC("Network_PlayAudioClip",RPCMode.Others,toPlay.name,pitch,volume);
			}
			if (playType == AudioPlayType.All || playType == AudioPlayType.Local) {
				//Play the audio with Local Functions
				Local_PlayAudioClip(toPlay,pitch,volume);
			}
		}
	}

	public void PlayAudioClip(AudioClip toPlay,AudioPlayType playType,float minPitch, float maxPitch, float volume){
		if(networkView.isMine){
			float pitch = Random.Range(minPitch,maxPitch);
		//	Debug.Log("Pitch: " + pitch);
			if (playType == AudioPlayType.All || playType == AudioPlayType.Global) {
				//Play the audio with RPC
				networkView.RPC("Network_PlayAudioClip",RPCMode.Others,toPlay.name,pitch,volume);
			}
			if (playType == AudioPlayType.All || playType == AudioPlayType.Local) {
				//Play the audio with Local Functions
				Local_PlayAudioClip(toPlay,pitch,volume);
			}
		}
	}


	[RPC]
	void Network_PlayAudioClip(string ResourceAudio, float pitch, float volume){
		AudioClip ac = (AudioClip)Resources.Load ("Audio/" + ResourceAudio);
		Global_AudioObject.audio.volume = volume;
		Global_AudioObject.audio.pitch = pitch;
		Global_AudioObject.audio.PlayOneShot (ac);
	}

	private void Local_PlayAudioClip(AudioClip audio, float pitch, float volume){
		Local_AudioObject.audio.volume = volume;
		Local_AudioObject.audio.pitch = pitch;
		Local_AudioObject.audio.PlayOneShot (audio);
	}


	public enum AudioPlayType{
		Local,
		Global,
		All
	}
}

Hey, I think something similar has been asked and a pretty decent answer has come up for it, check it out here.