.lvl Objects
For level .objlib files, a .lvl Object roughly corresponds to a regular (non-boss) sub-level in the game. In some cases, a .lvl Object is part of a regular sub-level or boss section. Each .lvl Object is made up of one or more patterns called ".leaf Objects". Sample loops with volume envelopes and one-off SFX can be defined in a .lvl Object.
Here is a screenshot of Drool's Editor showing the .lvl Object named drums_short_pattern2.lvl, from levels/Level6/level_6.objlib.

Each sequin .objlib file contains a .lvl Object named root.lvl, which is usually used to define a sequence of animations.
Parameter List
The following is a list of known parameters belonging directly to a .lvl Object.
| Value (little-endian) | Parameter Name | Meaning |
|---|---|---|
e04f3144 | layer_volume | Controls the volume of a sample loop in a .lvl Object. The allowed values for volume \(A\) are: \(A \in \mathbb{R} \vert 0 \leq A \leq 1 \). |
Format
Header
Approach Animation Definition
Unknown
Main Definition
| Length | Data Type | Meaning |
|---|---|---|
| 4 | N/A | Section marker. 3c8efb12 = Unknown |
Sequencer Objects section
| Length | Data Type | Meaning |
|---|---|---|
| 4 | int32 | Number of Sequencer Objects in this object |
See Sequencer Objects for the format of each Sequencer Object.
.leaf Sequence section
Unknown
Loops section
Unknown