Some special circumstances force me to do that perverted thing. 

Is it possible to play 2 different audio streams on different channels. Imagine a headset and I need to play 1st song at left speaker and 2nd song on right speaker simultaneously. 

After some research I found that it is possible to play at some single channel. Its possible even to close one of them. But I didn't find any information how to play 2 audio streams simultaneously. 

Is it even possible? And how? Some code examples and links appreciated!

---

Research results. 

[1)](https://stackoverflow.com/questions/27056605/play-sound-in-left-or-right-speaker-using-android-audiotrack)`AudioTrack` able to play on different channels

```
// only play sound on left
for(int i = 0; i < count; i += 2){
    short sample = (short)(Math.sin(2 * Math.PI * i / (44100.0 / freqHz)) * 0x7FFF);
    samples[i + 0] = sample;
    samples[i + 1] = 0;
}
// only play sound on right
for(int i = 0; i < count; i += 2){
    short sample = (short)(Math.sin(2 * Math.PI * i / (44100.0 / freqHz)) * 0x7FFF);
    samples[i + 0] = 0;
    samples[i + 1] = sample;
}

```

[2)](http://developer.android.com/reference/android/media/SoundPool.html) `SoundPool` able to set volume for left and right channels separately. So technically it's possible to start 2 streams and set for one 0 left volume and 100 for right volume and vice versa for 2nd stream. Right?

```
setVolume(int streamID, float leftVolume, float rightVolume)

```

sample:

```
    SoundPool pool = new SoundPool(1, AudioManager.STREAM_NOTIFICATION, 0);
pool.play(
        pool.load(this, R.raw.my_sound_effect, 1), // The sound effect to play
        0, // The volume for the left channel (0.0 - 1.0)
        1.0f, // The volume for the right channel (0.0 - 1.0)
        0, // Default priority 
        0, // Do not loop
        1.0f); // Playback rate (1.0f == normal)

```

**Perhabs there's such solution using `MediaPlayer` so that would be much preferable!** 

---

**SOLUTION**:
Seems like the easiest solution is to use `SoundPool`. The way I tested it.

```
//SDK Version
public CustomSoundPool() {
    if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
        AudioAttributes attributes = new AudioAttributes.Builder()
                .setUsage(AudioAttributes.USAGE_GAME)
                .setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)
                .build();

        soundPool = new SoundPool.Builder()
                .setAudioAttributes(attributes)
                .build();
    } else {
        soundPool = new SoundPool(10, AudioManager.STREAM_MUSIC, 0);
    }
    soundPool.setOnLoadCompleteListener(new SoundPool.OnLoadCompleteListener() {
        @Override
        public void onLoadComplete(SoundPool soundPool, int sampleId, int status) {
            soundPool.play(sampleId, 1.0f, 0, 0, 0, 1.0f); //left channel
            //soundPool.play(sampleId, 0, 1.0f, 0, 0, 1.0f); //right channel
        }
    });
}

public void playSound(String path) {
    if (soundPool != null) {
        soundPool.load(path, 1);
    }
}

public void release(){
    if (soundPool != null) {
        soundPool.release();
    }
}

```

Although there's lack of features like `MediaPlayer.OnCompletionListener()`. Now sure how to implement this but anyway.. Problem solved.