 		/**
 		 * 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>
 		 *

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

				gameInputDevices.length = 0;

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