The following discussion and analysis should be read in conjunction with our unaudited interim condensed consolidated financial statements and the related notes that appear elsewhere in this Quarterly Report on Form 10-Q. This discussion contains forward-looking statements reflecting our current expectations and are subject to risks and uncertainties, including, but not limited to statements regarding: operating results and underlying measures; demand 38
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and acceptance for our technologies and products; the effect of the novel coronoavirus pandemic ("COVID-19") on our business; market growth opportunities and trends; our plans, strategies and expected opportunities; future competition; our stock repurchase plan; and our dividend policy. Use of words such as "may," "will," "should," "expect," "plan," "anticipate," "believe," "estimate," "predict," "potential," "continue" or similar expressions indicates a forward-looking statement. Actual results may differ materially from those discussed in these forward-looking statements due to a number of factors, including the risks set forth in Part II, Item 1A, "Risk Factors." Such forward-looking statements are based on management's reasonable current assumptions and expectations. Although we believe that the expectations reflected in the forward-looking statements are reasonable, we cannot guarantee future results, levels of activity, performance or achievements. We are under no duty to update any of the forward-looking statements after the date of this Quarterly Report on Form 10-Q to conform our prior statements to new developments or actual results. Investors and others should note that we disseminate information to the public about our company, our products, services and other matters through various channels, including our website (www.dolby.com), our investor relations website (http://investor.dolby.com),SEC filings, press releases, public conference calls, and webcasts, in order to achieve broad, non-exclusionary distribution of information to the public. We encourage investors and others to review the information we make public through these channels, as such information could be deemed to be material information. OVERVIEWDolby Laboratories creates audio and imaging technologies that transform entertainment and communications at the cinema, at home, at work, and on mobile devices. Founded in 1965, our strengths stem from expertise in analog and digital signal processing and digital compression technologies that have transformed the ability of artists to convey entertainment experiences to their audiences through recorded media. Such technologies led to the development of our noise-reduction systems for analog tape recordings, and have since evolved into multiple offerings that enable more immersive sound for cinema, digital television transmissions and devices, mobile devices, OTT video and music services, DVD and Blu-ray Discs, speaker products, PCs, and gaming consoles. Today, we derive the majority of our revenue from licensing our audio technologies. We also derive revenue from licensing our consumer imaging and communication technologies, as well as audio and imaging technologies for premium cinema offerings in collaboration with exhibitors. Finally, we provide products and services for a variety of applications in the cinema, broadcast, communications, and home entertainment markets. COVID-19 Please refer to the Executive Summary section of this Item for information concerning the effect of COVID-19 on our business. OUR STRATEGY Key elements of our strategy include: Advancing the Science of Sight and Sound. We apply our understanding of the human senses, audio, and imaging engineering to develop technologies aimed at improving how people experience and interact with their entertainment and communications content. Providing Creative Solutions. We promote the use of our solutions as creative tools, and provide our products, services, and technologies to filmmakers, musical artists, sound mixers, and other content creators and providers. Our tools help showcase the quality and impact of their efforts and intent, which in turn may generate market demand. Delivering Superior Experiences. Our technologies and solutions optimize playback and communications so that users may enjoy richer, clearer, and more immersive sound and sight experiences. REVENUE GENERATION We have active licensing arrangements with over 500 electronics product OEMs and software developers. As ofMarch 27, 2020 , we had approximately 12,500 issued patents relating to technologies from which we derive a significant portion of our licensing revenue. We have approximately 1,200 trademark registrations throughout the world for a variety of wordmarks, logos, and slogans. These trademarks are an integral part of our technology licensing program as licensees typically place them on their products which incorporate our technologies to inform consumers that they have met our quality specifications. 39
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Licensing
We license our technologies to a range of customers who incorporate them into their products for enhanced audio and imaging functionality whether it be at home, at work, on mobile devices, or at the cinema. Our key technologies are summarized in the table below. As it relates to AAC, HE-AAC, AVC, and HEVC, we jointly participate in patent licensing programs with other patent owners. Technology Description AAC & HE-AAC An advanced digital audio codec solution with
higher bandwidth efficiency used for a
wide range of media applications. AVC A digital video codec with high bandwidth
efficiency used in a wide range of media
devices. A next-generation digital audio coding technology that increases transmission Dolby® AC-4 efficiency while delivering new audio
experiences, including Dolby Atmos, to a wide
range of playback devices. An object-oriented audio technology for cinema and a wide range of media devices Dolby Atmos® that allows sound to be precisely placed and
moved anywhere in the listening
environment including the overhead dimension.
Dolby Atmos is an immersive
experience that can be provided via multipleDolby audio coding technologies. Dolby Digital® A digital audio coding technology that provides
multichannel sound to a variety of
media applications.
Dolby Digital Plus™ An advanced digital audio coding technology that offers more efficient audio
transmission for a wide range of media applications and devices. Dolby® TrueHD A digital audio coding technology providing
lossless encoding for premium quality
media applications. An imaging technology combining high dynamic range and dynamic metadata to deliver Dolby Vision® higher color contrast, brighter contrast, and
improved details for cinema and a wide
range of media devices. Dolby Voice® An audio conferencing technology with superior
spatial perception, voice clarity,
and background noise reduction that emulates the in-person meeting experience. HEVC A next-generation digital video codec with high
bandwidth efficiency to support
ultra-high definition experiences for a wide range
of media devices.
The following table presents the composition of our licensing business and revenues for all periods presented:
Fiscal Quarter Ended Fiscal Year-To-Date Ended March 27, March 29, March 27, March 29, Market 2020 2019 2020 2019 Main Offerings Incorporating Our Technologies Broadcast 39% 39% 39% 39% Televisions & STBs Mobile 23% 22% 19% 18% Smartphones & Tablets DMAs, Blu-ray Disc devices, AVRs, Soundbars, CE 15% 14% 17% 16% DVDs, & HTIBs PC 14% 13% 13% 11% Windows and macOS operating systems Gaming consoles, Auto DVD, Dolby Cinema, & Other 9% 12% 12% 16% Dolby Voice Total 100% 100% 100% 100% We have various licensing models: a two-tier model, an integrated licensing model, a patent licensing model, and collaboration arrangements. Two-Tier Licensing Model. Most of our consumer entertainment licensing business consists of a two-tier licensing model whereby our decoding technologies, included in reference software and firmware code, are first provided under license to semiconductor manufacturers whom we refer to as "implementation licensees." Implementation licensees incorporate our technologies in ICs which they sell to OEMs of consumer entertainment products, whom we refer to as "system licensees." System licensees separately obtain licenses from us that allow them to make and sell end-user products using ICs that incorporate our technologies. Implementation licensees incorporate our technologies into their chipsets that, once approved byDolby , are available for purchase from implementation licensees by OEMs for use in end-user products. Implementation licensees only pay us a nominal initial fee on contract execution as consideration for the ongoing services that we provide to assist in their implementation process. Revenues from these initial fees are recognized ratably over the contractual term as a component of licensing revenue. System licensees provide us with prototypes of products, or self-test results of products that incorporate our technologies. Upon our confirmation that our technologies are optimally and consistently incorporated, the system licensee may buy ICs under a license for the sameDolby technology from our network of implementation licensees, and may further sell approved products to retailers, distributors, and consumers. For the use of our technologies, our system licensees pay an initial licensing fee as well as royalties, which represent the majority of the revenue recognized from these arrangements. The amount of royalties we collect on a particular product depends on several 40
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factors including the nature of the implementations, the mix ofDolby technologies used, and the volume of products using our technologies that are shipped by the system licensee. Integrated Licensing Model. We also license our technologies to software operating system vendors and to certain other OEMs that act as combined implementation and system licensees. These licensees incorporate our technologies in their software used on PCs, in mobile applications, or in ICs they manufacture and incorporate into their products. As with the two-tier licensing model, the combined implementation and system licensee pays us an initial licensing fee in addition to royalties as determined by the mix ofDolby technologies used, the nature of the implementations, and the volume of products using our technologies that are shipped, and is subject to the same quality control evaluation process. Patent Licensing Model. We license our patents through patent pools which are arrangements between multiple patent owners to jointly offer and license pooled patents to licensees. We also license our patents directly to manufacturers that use our IP in their products. Finally, we generate service fees for managing patent pools on behalf of third party patent owners through our wholly-owned subsidiary,Via Licensing Corporation . By aggregating and offering pooled IP, patent pools deliver efficiencies that reduce transactional costs for both IP owners and licensees.The Via Licensing patent pools enable product manufacturers to efficiently and transparently secure patent licenses for audio coding, interactive television, digital radio, and wireless technologies. We offer our patents related to AAC, AVC, HE-AAC, HEVC, and other IP through patent licensing. Recoveries. Licensing revenue recognized in any given quarter may include previous quarters' revenue from licensees and or settlements with third parties. Within the Results of Operations section of Part I, Item 2 "Management's Discussion and Analysis of Financial Condition and Results of Operations," previous quarters' revenue and settlements are collectively referred to as "recoveries." Such recoveries have become a recurring element of our business and are particularly subject to fluctuation and unpredictability. Collaboration Arrangements. Dolby Cinema: We partner with exhibitors to deliver a premium cinema offering with Dolby Vision and Dolby Atmos at new and pre-existing venues. We receive a share of revenue at Dolby Cinema sites through box office receipts at the installed theaters, which is recognized as licensing revenue. In some instances, we also receive fixed or minimum amounts upfront, which are accounted for in our products and services revenue, when the appropriate parameters are met. Dolby Voice: We enter into arrangements with audio and video conferencing providers where, in return for licensing our IP and know-how, we earn revenue based on access to our technology and services. Products and Services We design and manufacture audio and imaging products for the cinema, television, broadcast, and entertainment industries. Distributed in over 90 countries, these products are used in content creation, distribution, and playback to enhance image and sound quality, and improve transmission and playback. We also sell and/or lease hardware that facilitates theDolby conferencing experience, including the Dolby Conference Phone for audio use only, and theDolby Voice Room , our integrated solution that provides a video camera and a control hub integrated with the Dolby Conference Phone. Additionally, some of ourDolby Cinema arrangements involve fixed or minimum amounts, which are typically included in products sales. We offer various services to support theatrical and television production for cinema exhibition, broadcast, and home entertainment, including equipment training and maintenance, mixing room alignment, equalization, as well as audio, color, and light image calibration. We also provide PCS for products sold and equipment installed at Dolby Cinema theaters operated by exhibitor partners and support the implementation of our technologies into products manufactured by our licensees. Products and services revenue is derived primarily from sales of the following: 41
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Table of Contents Product Description Digital Cinema Servers used to load,
store, decrypt, decode,
Cinema Imaging Products watermark, and playback digital film files for presentation on digital cinema projectors and software used to encrypt, encode, and package digital media files for distribution. Cinema Processors, amplifiers, and loudspeakers Cinema used to decode, render, and Cinema Audio Products optimally playback digital cinema soundtracks including those usingDolby Atmos. An integral hardware component of the
Dolby Voice conferencing
Dolby Conference Phone solution that enhances full-room voice capture, spatial voice separation, and playback. Video conferencing solution for huddle rooms and small conferenceDolby Voice Room rooms that combines a camera product with theDolby Conference Phone and Dolby Voice technology. 3-D glasses Other and kits, broadcast hardware and software used to encode, transmit, and decode multiple channels of Other Products high quality audio for DTV and HDTV distribution, monitors, and accessibility solutions for hearing and visually impaired consumers. 42
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EXECUTIVE SUMMARY We are focused on expanding our leadership in audio solutions for entertainment content and delivering dynamic new audio and imaging technologies. This will broaden the number ofDolby experiences that people can enjoy which in turn will help drive our revenue growth. Following is a discussion of the key markets that we address and the variousDolby technologies and solutions that serve these markets. COVID-19 InDecember 2019 , a novel coronavirus disease was reported and inJanuary 2020 , theWorld Health Organization ("WHO") declared it a Public Health Emergency of International Concern. OnMarch 11, 2020 , the WHO characterized COVID-19 as a pandemic. COVID-19 has triggered worldwide shutdowns, job losses, and other disruptions which in turn have negatively affected the global economy, including consumer purchasing activity. BecauseDolby technologies are featured in a wide array of electronic products that are primarily purchased by consumers, our revenues have been negatively affected by COVID-19. The issues and circumstances relating to COVID-19 continue to evolve rapidly and are difficult to predict. We continue to monitor the evolving situation and the impact on our business. The outbreak of COVID-19 has also affected many of our partners, resulting in the disruption of consumer products' supply chains and delays in shipments. Consumer demand for products that include our technologies may continue to be negatively impacted due to economic uncertainty resulting from COVID-19. These factors have resulted in decreased revenue pertaining to customer-shipment royalties, and may cause delays in the adoption of our technologies by partners. The overall cinema market has been adversely impacted by COVID-19 shelter-in-place mandates. Our exhibition partners and customers have either partially or fully discontinued operations during the second quarter of fiscal 2020. This has resulted in the temporary closure of a substantial majority of Dolby Cinema sites, reducing revenues recognized from box office receipts, and reducing demand for our cinema products and services. AtDolby , we implemented work-from home policies within all our affected office locations and put in place additional safety measures and global travel restrictions to ensure the well-being of our employees. We have enabled our employees with the tools and infrastructure they need to carry on our critical operations and progress the business forward in this remote working environment. While we expect the impact of COVID-19 will extend into fiscal 2021, the degree of impact on our business will depend on several factors, such as the full duration and the extent of the pandemic, as well as actions taken by governments, businesses and consumers in response to the pandemic, all of which continue to evolve and remain uncertain at this time. Further discussion of the potential impacts of COVID-19 on our business can be found in Part II, Item 1A "Risk Factors." EXPANDING OUR LEADERSHIP IN AUDIO AND IMAGING ENTERTAINMENT EXPERIENCES AUDIO AND IMAGING LICENSING The majority of our licensing revenue is derived from the licensing of audio and imaging technologies for premium entertainment playback. Our audio technologies are primarily comprised of DD+, Dolby Atmos, AC-4, and our AAC and HE-AAC technologies and related patent licensing programs. Our imaging technologies are primarily comprised of Dolby Vision and our AVC and HEVC technologies and related patent licensing programs. The following are certain highlights of our second quarter of fiscal 2020 and key challenges related to audio and imaging licensing, by market. Broadcast Highlights: We have an established global presence with respect to our DD+ and HE-AAC audio technologies in broadcast services and devices. In recent years, we have expanded our offerings in the broadcast market through the introduction of newer technologies, including our Dolby Atmos and AC-4 audio technologies,Dolby Vision, as well as AVC and HEVC imaging technologies which we license through patent pools. 43
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We continue to see increased adoption of Dolby Vision and Dolby Atmos in the global broadcast market. Our growing list of TV partners continue to expand their support of the combined Dolby Vision and Dolby Atmos experience, by releasing more models supporting our technologies beyond their premium device lineups. In the second quarter of fiscal 2020, partners launched TV models enabled with Dolby Vision and Dolby Atmos inIndia . Also this quarter at CES, we launched Dolby Vision IQ along with our TV partners LG and Panasonic.Dolby Vision IQ automatically adjusts the TV picture according to the surrounding light and the type of content being viewed, creating a more optimized viewing experience. Key Challenges: Our pursuit of growth and further adoption of our technologies may be impacted by a number of factors. In some emerging growth countries, such asChina , we face difficulties enforcing our contractual and IP rights, including instances in which our licensees fail to accurately report the shipment of products using our technologies. We must continue to present compelling reasons for consumers to demand our audio and imaging technologies, including ensuring that there is a breadth of available content in our formats and such content is being widely distributed. To the extent that OEMs do not incorporate our technologies in current and future products, our revenue could be impacted. Additionally, in the broadcast market, as well as other markets, we face geopolitical challenges including changes in diplomatic and trade relationships, trade protection measures, and import or export licensing requirements. Further, COVID-19 has increased uncertainty about consumer demand for devices in the broadcast market, the ability of our partners to manufacture such devices due to supply chain disruption, timing of the adoption of our technologies into products by partners and licensees, and the timing of launches for new products. Mobile Highlights: We continue to focus on adoption of our technologies across major mobile ecosystems such as Apple, Android, and Amazon. HE-AAC and HEVC are widely adopted audio and video technologies across mobile devices, respectively. We offer these technologies through our patent licensing programs. We also continue to focus on the expansion of our DD+, AC-4, Dolby Atmos, and Dolby Vision technologies in the mobile market. The breadth of mobile devices supportingDolby technologies continues to increase globally. A majority of Apple's current iOS product offerings support the combined experience of Dolby Vision and Dolby Atmos. In the second quarter of fiscal 2020, Samsung, Sony, and Oppo launched their latest models enabled with Dolby Atmos, joining a growing list of Dolby-Atmos enabled devices available in the market from partners such as Amazon and Lenovo. Key Challenges: Growth in this market is dependent on several factors. Due to short product life cycles, mobile device OEMs can readily add or remove certain of our technologies from their devices. Our success depends on our ability to address the rapid pace of change in mobile devices, and we must continuously collaborate with mobile device OEMs to incorporate our technologies. Additionally, we must continue to support the development and distribution ofDolby enabled content via various ecosystems. We rely on a small number of partnerships with key participants in the mobile market. If we are unable to maintain these key relationships, we may experience a decline in mobile devices incorporating our technologies. To the extent that OEMs do not incorporate our technologies in current and future products, our revenue could be impacted. Further, COVID-19 has increased uncertainty about consumer demand for devices in the mobile market, the ability of our partners to manufacture such devices due to supply chain disruption, timing of the adoption of our technologies into products by partners and licensees, and the timing of launches for new products Consumer Electronics Highlights: We have an established presence in the home theater market across devices such as AVRs, soundbars, Blu-Ray players, and DMAs, through the inclusion of our DD+ technology, and increasingly through the inclusion of our Dolby Atmos technology, as well as our AAC and HE-AAC technologies and related patent licensing programs. These hardware offerings can be paired with a growing array ofDolby enabled content via OTT services and Blu-ray discs. Currently, a number of streaming services supporting Dolby Vision andDolby Atmos enabled content are available in the market, including Disney+ and Apple TV+. Additional OTT services currently supporting the combined experience of Dolby Vision and Dolby Atmos include Netflix, Amazon, Tencent, and iQiYi. Key Challenges: We must continue to present compelling reasons for consumers to demand our technologies wherever they enjoy entertainment content, while promoting creation and broad availability of content in our formats. To the extent that OEMs do not incorporate our technologies in current and future 44
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products, our revenue could be impacted. Further, COVID-19 has increased uncertainty about consumer demand for devices in the home theater market, the ability of our partners to manufacture such devices due to supply chain disruption, timing of the adoption of our technologies into products by partners and licensees, and the timing of launches for new products Personal Computers Highlights: DD+ continues to enhance playback in both Mac and Windows operating systems, including native support in their respective Safari and Microsoft Edge browsers.Dolby's presence in these browsers enables us to reach more users through new types of content, including streaming video entertainment. A number of PCs are available in the market supporting Dolby Vision and Dolby Atmos from partners such as Apple, Lenovo,Dell , ASUS, and Samsung. Our PC partners continue to support our technologies while adopting Dolby Vision and Dolby Atmos into more devices. Key Challenges: PC revenues have been impacted by a decline in the portion of PCs that have optical disc functionality in recent years, which has resulted in a decline in our ASPs, and we expect this decline in ASPs to continue. If declining conditions and trends persist, and OEMs do not incorporate our technologies in current and future products, our PC revenues will face continuing downward pressure. We must continuously collaborate and maintain our key partnership relationships with PC manufacturers to incorporate our technologies, and we must continue to support the development and distribution ofDolby content via various ecosystems. Further, COVID-19 has increased uncertainty about consumer demand for devices in the PC market, the ability of our partners to manufacture such devices due to supply chain disruption, timing of the adoption of our technologies into products by partners and licensees, and the timing of launches for new products Other Highlights: DD+ is incorporated in both the Xbox and PlayStation gaming consoles and platforms. The Xbox gaming console also supports the combined experience of Dolby Vision and Dolby Atmos. Customers can purchase an OEM gaming headset bundled with Dolby Atmos for Headphones, or an app on the Microsoft app store to enable Dolby Atmos on their headphones. We also generate revenue from the automotive industry primarily through disc playback devices as well as other elements of the entertainment system. Key Challenges: The gaming console market continues to be challenged by competition from mobile devices and gaming PCs, which have faster refresh cycles and appeal to a broader consumer base. This may impact our future revenues. Further, COVID-19 has increased uncertainty about consumer demand for devices in the gaming industry, the ability of our partners to manufacture such devices due to supply chain disruption, timing of the adoption of our technologies into products by partners and licensees, and the timing of launches for new products CINEMA AND OTHER Cinema Products & Services Highlights: To help enable the playback of content inDolby formats, we offer a range of servers and audio processors to cinema exhibitors globally. We continue to see adoption of Dolby Atmos by studios, content creators, post-production facilities, and exhibitors, and the number of Dolby Atmos-enabled screens installed or committed continues to grow around the world. As of the end of the second quarter of fiscal 2020, there were over 1,700 Dolby Atmos theatrical titles announced or released. We also offer a variety of newer cinema products, which include the IMS3000, an integrated imaging and audio server with Dolby Atmos, the Dolby Multichannel Amplifier, and our high-power flexible line of speakers. These products allow us to offer exhibitors a more complete Dolby Atmos solution that is often more cost effective than what was previously available to them. Key Challenges: Demand for our cinema products is dependent upon our partners and our partners success in the market, and generally dependent upon industry and economic cycles and box office performance. In addition, it is dependent upon our ability to develop and introduce new technologies, further our relationships with content creators, and promote new cinematic audio and imaging experiences. A significant portion of our growth opportunity lies in international markets, such asChina , which are subject to economic risks as well as geo-political risks. To the extent that these factors persist or worsen, we may be faced with pricing pressures or competing technologies, which would affect our revenue. Additionally, COVID-19 mitigation strategies, such as the 45
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closure of non-essential businesses such as cinemas, and shelter-in-place mandates, have had, and are likely to continue to have a negative impact on demand for cinema products and services. This negative impact is likely to continue after the end of government-imposed restrictions. Dolby Cinema Highlights: We continued to expand our global presence for Dolby Cinema. At the end of the fiscal quarter, we had 250 Dolby Cinema locations in operation across 11 countries. The breadth of motion pictures for Dolby Cinema continues to grow with over 300 theatrical titles in Dolby Vision and Dolby Atmos having been announced or released from all the major studios. Key Challenges: Although the premium large format market for the cinema industry has been growing, Dolby Cinema competes with other existing offerings. Our success depends on our partners and our partners' success, our ability to differentiate our offering, deploy new sites in accordance with plans, and attract and retain a global viewing audience. In addition, the success of our Dolby Cinema offering will be tied to global box office performance generally. COVID-19 has had, and is likely to continue to have, a significant effect on theatrical exhibition as exhibitors, including some of our partners, have temporarily suspended some or all operations due to government-imposed restrictions on social gatherings. Further, studios have delayed the release of a number of new movie titles and temporarily suspended the production of future releases. COVID-19 mitigation strategies including the closure of cinemas,and shelter-in-place mandates, have, and are likely to continue to have, a negative impact on our cinema-related revenues and consumer demand. Dolby Voice Highlights: We continue to focus on expanding Dolby Voice's availability to the global market for audio and video conferencing services. Our newest audio and video conferencing offering isDolby Voice Room , which is aimed at customers in the growing huddle room space. We continue to see growth inDolby Voice Room including the "Room as a Service" offering, which enables our customers access to our partner's conferencing services with ourDolby Voice Room solution for a monthly subscription fee. Key Challenges: Our success in this market will depend on the number of service providers and enterprise customers we are able to attract, the volume of products that we are able to sell, and the volume of usage of the service. Additionally, any disruption to our manufacturing operations from external factors including natural disasters or public health issues, such as COVID-19, could impact our ability to meet the demand of our products. 46
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CRITICAL ACCOUNTING POLICIES AND ESTIMATES
The global outbreak of COVID-19 continues to evolve, creating significant uncertainties in global financial markets. Our estimates of royalty-based revenue take into consideration the macroeconomic effect of global events, such as COVID-19 or other natural disasters which may impact supply chain activities as well as demand for shipments. Generally, our estimates are adjusted in the subsequent quarter by recording a favorable or unfavorable adjustment based on the difference between estimated and actual sales when we receive royalty statements from licensees. For additional information on our accounting policies related to revenue recognition, refer to Footnote 3, "Revenue Recognition" within our unaudited interim condensed consolidated financial statements. There have been no additional material changes, other than the aforementioned updates resulting from COVID-19, to the critical accounting policies from those included in our fiscal 2019 Annual Report on Form 10-K as per Management's Discussion and Analysis of Financial Condition and Results of Operations-Critical Accounting Policies and Estimates included therein. RESULTS OF OPERATIONS For each line item included on our interim condensed consolidated statements of operations described and analyzed below, the significant factors identified as the leading drivers contributing to the overall fluctuation are presented in descending order of their impact on the overall change (from an absolute value perspective). Note that adjustments related to previously under-reported sales-based royalties as well as unlicensed settlement activity, are collectively referred to as "recoveries." Amounts displayed, except percentages, are in thousands. Revenue and Gross Margin Licensing Licensing revenue consists of fees earned from licensing our technologies to customers who incorporate them into their products and services to enable and enhance audio, imaging, and voice capabilities. The technologies that we license are either internally developed, acquired, or licensed from third parties. A significant portion of our licensing revenue pertains to customer-shipment royalties that we recognize based on estimates of our licensees' shipments in the current period. Within the current period, to the extent that shipment data reported by licensees differs from estimates we made and recorded in the prior quarter, we recognize an adjustment to revenue for such difference. Our cost of licensing consists mainly of amortization of certain purchased intangible assets and intangible assets acquired in business combinations, depreciation, third party royalty obligations, and associated fees. Fiscal Quarter Ended Change Fiscal Year-To-Date Ended Change March 27, March 29, March 27, March 29, Licensing 2020 2019 $ % 2020 2019 $ % Revenue$328,865 $310,308 $18,557 6%$586,548 $570,587 $15,961 3% Percentage of total revenue 93% 92% 91% 89% Cost of licensing 13,243 16,074 (2,831) (18)% 25,585 27,471 (1,886) (7)% Gross margin 315,622 294,234 21,388 7% 560,963 543,116 17,847 3% Gross margin percentage 96% 95% 96% 95% Current Quarter: Q2 2020 vs. Q2 2019 Factor Revenue Gross Margin Lower revenues from Dolby Cinema resulting from the Other â closure of cinemas due to COVID-19, lower automotive recoveries and gaming revenue, partially offset by higher patent administration fees from Via Licensing Higher revenues from increased adoption of our patent Mobile á licensing technologies, partially offset by lower unit shipments of mobile devices attributable to COVID-19 Higher revenues from increased adoption of our patent ßà No significant CE á licensing technologies, partially offset by lower unit fluctuations shipments attributable to COVID-19 PC á Higher revenues from recoveries, partially offset by lower unit shipments attributable to COVID-19 Higher recoveries and higher adoption of our Broadcast á technologies, partially offset by lower unit shipments of TVs and STBs attributable to COVID-19 47
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Year-To-Date: Q2 2020 vs. Q2 2019 Factor Revenue Gross Margin Lower revenues from automotive recoveries and gaming, Other â and lower revenues from Dolby Cinema due to COVID-19, partially offset by higher patent administration fees from Via Licensing Higher revenues from recoveries and higher adoption of PC á our newer technologies in more PC models, partially offset by lower revenues from patent licensing technologies and lower unit shipments due to COVID-19 Higher revenues from increased adoption of our patent ßà No significant CE á licensing technologies, and increased adoption of our fluctuations technologies in DMAs and soundbars, partially offset by lower unit shipments attributable to COVID-19 Higher revenues from increased adoption of our patent Mobile á licensing technologies, partially offset by lower unit shipments attributable to COVID-19 Broadcast á Higher recoveries, partially offset by lower units shipments of STBs and TVs attributable to COVID-19 Products and Services Products revenue is generated from the sale of audio, imaging, and voice products for the cinema, television broadcast, communications, and consumer products industries. Also included in products revenue are amounts relating to Dolby Cinema arrangements that involve fixed or minimum amounts. Cost of products consists of materials, labor, and manufacturing overhead, amortization of certain intangible assets, as well as third party royalty obligations. Services revenue consists of fees charged to support theatrical and television production for cinema exhibition, broadcast, and home entertainment, including equipment training and maintenance, mixing room alignment, equalization, as well as audio, color, and light image calibration. Services revenue also includes PCS for products sold and equipment installed atDolby Cinema theaters operated by exhibitor partners and support for the implementation of our technologies into products manufactured by our licensees. Cost of services consists of personnel and personnel-related costs for providing our professional services, software maintenance and support, external consultants, and other direct expenses incurred on behalf of customers. Fiscal Quarter Ended Change Fiscal Year-To-Date Ended Change March 27, March 29, March 27, March 29, Products and Services 2020 2019 $ % 2020 2019 $ % Revenue$22,950 $27,950 $(5,000) (18)%$57,144 $70,047 $(12,903) (18)% Percentage of total revenue 7% 8% 9% 11% Cost of products and services 23,587 20,501 3,086 15% 48,560 47,733 827 2% Gross margin (637) 7,449 (8,086) (109)% 8,584 22,314 (13,730) (62)% Gross margin percentage (3)% 27% 15% 32% Current Quarter: Q2 2020 vs. Q2 2019 Factor Revenue Gross Margin Prior period included revenue from Dolby Cinema sales-type leases (hybrid Higher excess & obsolescence charges and Products â agreements), lower cinema equipment â
lower utilization of manufacturing capacity
attributable to COVID-19, partially offset by higher units of Dolby Voice products Services ßà No significant fluctuations
â Lower utilization of available capacity
Year-To-Date: Q2 2020 vs. Q2 2019 Factor Revenue Gross Margin Prior period included revenue from Dolby Cinema sales-type leases (hybrid Higher excess & obsolescence charges and Products â agreements), lower cinema equipment â
lower utilization of manufacturing capacity
attributable to COVID-19, partially offset by higher units of Dolby Voice products Services ßà No significant fluctuations
â Lower utilization of available capacity
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Operating Expenses Research & Development
R&D expenses consist primarily of employee compensation and benefits expenses, stock-based compensation, consulting and contract labor costs, depreciation and amortization, facilities costs, costs for outside materials, and information technology expenses.
Fiscal Quarter Ended Change Fiscal Year-To-Date Ended Change March 27, March 29, March 27, March 29, 2020 2019 $ % 2020 2019 $ % Research and development$60,086 $58,625 $1,461 2%$117,736 $117,272 $464 -% Percentage of total revenue 17% 17% 18% 18% Current Quarter: Q2 2020 vs. Q2 2019 Category Key
Drivers
Compensation & Benefits á Higher headcount and
merit increases across employee base
Year-To-Date: Q2 2020 vs. Q2 2019 Category Key Drivers Research & Development ßà No significant fluctuations Sales & Marketing S&M expenses consist primarily of employee compensation and benefits expenses, stock-based compensation, marketing and promotional expenses for events such as trade shows and conferences, marketing campaigns, travel-related expenses, consulting fees, facilities costs, depreciation and amortization, information technology expenses, and legal costs associated with the protection of our IP. Fiscal Quarter Ended Change Fiscal Year-To-Date Ended Change March 27, March 29, March 27, March 29, 2020 2019 $ % 2020 2019 $ % Sales and marketing$88,485 $92,694 $(4,209) (5)%$183,603 $178,296 $5,307 3% Percentage of total revenue 25% 27% 29% 28% Current Quarter: Q2 2020 vs. Q2 2019 Category Key
Drivers
Marketing Programs á Higher costs related to
marketing efforts for growth initiatives
and company branding
activities
Compensation & Benefits â Lower headcount,
partially offset by merit increases across
employee base Travel â Lower costs for company
travel and tradeshows due to COVID-19
travel restrictions Year-To-Date: Q2 2020 vs. Q2 2019 Category Key
Drivers
Marketing Programs á Higher costs related to
marketing efforts for growth initiatives
and company branding
activities
Compensation & Benefits â Lower headcount,
partially offset by merit increases across
employee base Travel â Lower costs for company
travel and tradeshows due to COVID-19
travel restrictions General & Administrative 49
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G&A expenses consist primarily of employee compensation and benefits expenses, stock-based compensation, depreciation, facilities and information technology costs, as well as professional fees and other costs associated with external consulting and contract labor. Fiscal Quarter Ended Change Fiscal Year-To-Date Ended Change March 27, March 29, March 27, March 29, 2020 2019 $ % 2020 2019 $ % General and administrative$60,800 $47,416 $13,384 28%$113,329 $98,229 $15,100 15% Percentage of total revenue 17% 14% 18% 15% Current Quarter: Q2 2020 vs. Q2 2019 Category Key Drivers Legal, Professional, & á Higher costs associated with various legal activities and Consulting patent filings Compensation & Benefits á Higher headcount and merit increases across the existing employee base Year-To-Date: Q2 2020 vs. Q2 2019 Category Key Drivers Compensation & Benefits á Higher headcount and merit increases across the existing employee base Legal, Professional, & á Higher costs associated with various legal activities and Consulting patent filings Other Income/Expense Other income/(expense) primarily consists of interest income earned on cash and investments and the net gains/(losses) from foreign currency transactions, derivative instruments, and sales of marketable securities from our investment portfolio. Fiscal Quarter Ended Change Fiscal Year-To-Date Ended Change March 27, March 29, March 27, March 29, 2020 2019 $ % 2020 2019 $ % Other income/(expense)$4,834 $7,072 $(2,238) (32)%$10,698 $12,655 $(1,957) (15)% Percentage of total revenue 1% 2% 2% 2% Current Quarter: Q2 2020 vs. Q2 2019 Category Key Drivers Interest Income â Lower yields on current year investment balances Year-To-Date: Q2 2020 vs. Q2 2019 Category Key Drivers Interest Income â Lower yields on our current year investment balances Other Income á Higher valuation on equity
investments and realized gains from
sales of investments
Income Taxes
Our effective tax rate is based on our annual fiscal year results and is affected each period-end by several factors. These include changes in our projected fiscal year results, recurring items such as tax rates and relative income earned in foreign jurisdictions, as well as discrete items such as changes to our uncertain tax positions that may occur in, but are not necessarily consistent between, periods. For additional information related to effective tax rates, see Note 12 "Income Taxes" to our unaudited interim condensed consolidated financial statements. Fiscal Quarter Ended Fiscal Year-To-Date Ended March 27, March 29, March 27, March 29, 2020 2019 2020 2019 (Provision for)/benefit from income taxes$(22,105) $(36,427) $(27,968) $(12,323) Effective tax rate 20.0% 33.1% 16.9% 6.7% 50
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Current Quarter: Q2 2020 vs. Q2 2019 Factor Impact On Effective Tax Rate Enactment of Tax Act â Higher tax expense in the
prior year due to a discrete tax expense
from adjustments to the Tax Reform Transition Tax Stock-Based Compensation â Higher benefit related to the settlement of stock-based awards Foreign Operations á Lower benefit from foreign earned income Year-To-Date: Q2 2020 vs. Q2 2019 Factor Impact On Effective Tax Rate Enactment of Tax Act á Lower tax expense in the
prior year due to a discrete tax benefit
from adjustments to the Tax Reform Transition Tax Stock-Based Compensation â Higher benefit related to the settlement of stock-based awards Foreign Operations á Lower benefit from foreign earned income LIQUIDITY, CAPITAL RESOURCES, AND FINANCIAL CONDITION Our principal sources of liquidity are cash, cash equivalents, and investments, as well as cash flows from operations. We believe that these sources will be sufficient to satisfy our currently anticipated cash requirements through at least the next twelve months, despite the uncertainty in the changing market and economic conditions related to COVID-19. As ofMarch 27, 2020 , we had cash and cash equivalents of$724.9 million , which mainly consisted of cash and highly-liquid money market funds. In addition, we had short and long-term investments of$302.2 million , which consisted primarily of municipal debt securities, certificates of deposit, government bonds, commercial paper, corporate bonds, andU.S. agency securities. The following table presents selected financial information as ofMarch 27, 2020 andSeptember 27, 2019 (amounts displayed are in thousands): March 27, September 27, 2020 2019 Cash and cash equivalents$ 724,931 $ 797,210 Short-term investments 174,859 119,146 Long-term investments 127,294 179,587 Accounts receivable, net 247,043 189,115
Accounts payable and accrued liabilities 254,910 283,356 Working capital
1,152,318 1,074,687 Capital Expenditures and Uses of Capital Our capital expenditures consist of purchases of land, building, building fixtures, laboratory equipment, office equipment, computer hardware and software, leasehold improvements, and production and test equipment. Included in capital expenditures are amounts associated with Dolby Cinema locations. We continue to invest in S&M and R&D to promote the overall growth of our business and technological innovation. We retain sufficient cash holdings to support our operations and we also purchase investment grade securities diversified among security types, industries, and issuers. We have used cash generated from our operations to fund a variety of activities related to our business in addition to our ongoing operations, including business expansion and growth, acquisitions, and repurchases of our Class A common stock. We have historically generated significant cash from operations. However, these cash flows and the value of our investment portfolio could be affected by various risks and uncertainties, as described in Part II, Item 1A "Risk Factors." 51
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Shareholder Return We have returned cash to stockholders through repurchases of Class A common stock under our repurchase program initiated in fiscal 2010 and our quarterly dividend program initiated in fiscal 2015. Refer to Note 9 "Stockholders' Equity & Stock-Based Compensation" to our unaudited interim condensed consolidated financial statements for a summary of dividend payments made under the program during fiscal 2020 and additional information regarding our stock repurchase program. Stock Repurchase Program. Our stock repurchase program was approved in fiscal 2010, and since then we have completed approximately$1.7 billion of stock repurchases. Quarterly Dividend Program. During the first quarter of fiscal 2015, we initiated a recurring quarterly cash dividend program for our stockholders. For fiscal 2020, current quarterly dividends of$0.22 per share are paid on our Class A and Class B common stock to eligible stockholders of record. Cash Flows Analysis For the following comparative analysis performed for each of the sections of the statement of cash flows, the significant factors identified as the leading drivers contributing to the fluctuation are presented in descending order of their impact relative to the overall change (amounts displayed in thousands, except as otherwise noted). Operating Activities Fiscal Year-To-Date EndedMarch 27 ,March 29, 2020 2019
Net cash provided by operating activities
Net cash provided by operating activities decreased$8.9 million in the fiscal year-to-date period endedMarch 27, 2020 as compared to the fiscal year-to-date period endedMarch 29, 2019 , primarily due to the following: Factor Impact On Cash Flows Net Income â Increased expenses, partially offset by higher revenues which has been mixed due to COVID-19 Prior period deferred tax asset activity included an additional Deferred Income Taxes á tax benefit related to adjustments to the Tax Reform Transition Tax Working Capital â Lower inflows due to increase in
accounts receivable and decrease
in accrued liabilities Investing Activities Fiscal Year-To-Date EndedMarch 27 ,March 29, 2020 2019
Net cash used in investing activities
Net cash used in investing activities was
Factor Impact On Cash Flows Intangible Asset á Acquisitions Lower outflows for purchases of intangible assets Capital Expenditures á Lower expenditures for PP&E â Higher outflows for the purchase of marketable investment Purchase of Investments securities Financing Activities Fiscal Year-To-Date Ended March 27, March 29, 2020 2019
Net cash used in financing activities
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Net cash used in financing activities was$115.0 million lower in the fiscal year-to-date period endedMarch 27, 2020 as compared to the fiscal year-to-date period endedMarch 29, 2019 , primarily due to the following: Factor Impact On Cash Flows Share Repurchases á Lower outflows for common stock repurchases Common Stock Issuance á Higher inflows from employee stock option exercises Off-Balance Sheet Arrangements and Contractual Obligations Our liquidity is not dependent upon the use of off-balance sheet financing arrangements, and we have not entered into any arrangements that are expected to have a material effect on liquidity or the availability of capital resources. Since the end of our most recent fiscal year endedSeptember 27, 2019 , there have been no material changes in either our off-balance sheet financing arrangements or contractual obligations outside the ordinary course of business. For additional details regarding our contractual obligations, see Note 15 "Commitments & Contingencies" to our unaudited interim condensed consolidated financial statements. Indemnification Clauses We are party to certain contractual agreements under which we have agreed to provide indemnification of varying scope and duration to the other party relating to our licensed IP. Historically, we have not made any payments for these indemnification obligations and no amounts have been accrued in our consolidated financial statements with respect to these obligations. Since the terms and conditions of the indemnification clauses do not explicitly specify our obligations, we are unable to reasonably estimate the maximum potential exposure for which we could be liable. In addition, we have entered into indemnification agreements with our officers, directors, and certain employees, and our certificate of incorporation and bylaws contain similar indemnification obligations. For additional details regarding indemnification clauses within our contractual agreements, see Note 15 "Commitments & Contingencies" to our unaudited interim condensed consolidated financial statements. 53
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