 		 * @see #isRunning
 		 * @see #start()
 		 */
-		public function stop():void {
+		public function stop(deactivateBindings:Boolean=false):void {
 			if (_isRunning) {
 				// Stops listening to keyboard events
 				stage.removeEventListener(KeyboardEvent.KEY_DOWN, onKeyDown, false);

				if (gameInput != null) {
					gameInput.removeEventListener(GameInputEvent.DEVICE_ADDED, onGameInputDeviceAdded);
					gameInput.removeEventListener(GameInputEvent.DEVICE_REMOVED, onGameInputDeviceRemoved);
				}

				gameInputDevices.length = 0;

		/**
		 * Stops listening for input events.
		 *
		 * @param deactivateBindings	An optional flag to deactivate all bindings (i.e. release all controls)
		 * 								without firing events.
		 * 
		 * <p>Action bindings are not lost when a KeyActionBinder instance is stopped; it merely starts ignoring
		 * all input events, until <code>start()<code> is called again.</p>
		 *
