diff --git a/osu.Game/Input/ActionMappingInputManager.cs b/osu.Game/Input/ActionMappingInputManager.cs
index 21f273cab9..43d89ef1de 100644
--- a/osu.Game/Input/ActionMappingInputManager.cs
+++ b/osu.Game/Input/ActionMappingInputManager.cs
@@ -30,7 +30,7 @@ namespace osu.Game.Input
///
/// A reference to identify the current . Used to lookup mappings. Null for global mappings.
/// An optional variant for the specified . Used when a ruleset has more than one possible keyboard layouts.
- /// Specify how to deal with multiple matches of combinations and actions.
+ /// Specify how to deal with multiple matches of s and s.
protected ActionMappingInputManager(RulesetInfo ruleset = null, int? variant = null, ConcurrentActionMode concurrencyMode = ConcurrentActionMode.None)
{
this.ruleset = ruleset;
@@ -114,17 +114,19 @@ namespace osu.Game.Input
public enum ConcurrentActionMode
{
///
- /// One action can be actuated at once. The first action matching a chord will take precedence and no other action will be actuated until it has been released.
+ /// One action can be pressed at once. The first action matching a chord will take precedence and no other action will be pressed until it has first been released.
///
None,
///
- /// Unique actions are allowed to be fired at the same time. There may therefore be more than one action in an actuated state at once.
- /// If one action has multiple bindings, only the first will add actuation data, and the last to be released will add de-actuation data.
+ /// Unique actions are allowed to be pressed at the same time. There may therefore be more than one action in an actuated state at once.
+ /// If one action has multiple bindings, only the first will trigger an .
+ /// The last binding to be released will trigger an .
///
UniqueActions,
///
- /// Both unique actions and the same action can be concurrently actuated.
- /// Same as , but multiple bindings for the same action will individually add actuation and de-actuation data to events.
+ /// Unique actions are allowed to be pressed at the same time. There may therefore be more than one action in an actuated state at once (same as ).
+ /// In addition to this, multiple are fired for single actions, even if has not yet been fired.
+ /// The same goes for , which is fired for each matching binding that is released.
///
UniqueAndSameActions,
}