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 that are subject to risks and uncertainties, including, but not
limited to statements regarding: operating results and underlying measures;
demand and acceptance for our technologies and products; the effect of COVID-19
on our business; market growth opportunities and trends; our ability to maintain
key partnership relationships; 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 but not limited to the risks set forth in Part II, Item 1A, "Risk
Factors." Such forward-looking statements are based on management's reasonable
and 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 disclaim any 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 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.
OVERVIEW
Dolby Laboratories creates audio and imaging technologies that transform
entertainment and communications for content playback in movies, TV, music, and
gaming. 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, DTV
transmissions and devices, mobile devices, OTT video and music services, and
home entertainment devices. 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. In
addition, we provide products and services for a variety of applications in the
cinema and broadcast markets, and offer audio and video APIs through our
developer platform, Dolby.io.
COVID-19
Please refer to the Executive Summary section of Part I, Item 2 "Management's
Discussion and Analysis of Financial Condition and Results of Operations" for
information concerning the continuing 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.
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Expanding the Reach of our Technologies. With the launch of our developer
platform, Dolby.io, we are expanding our addressable market to enhance a broader
range of content, by enabling developers to build high quality, interactive, and
media centric applications.
REVENUE GENERATION
We have active licensing arrangements with over 500 electronics product OEMs and
software developers. As of December 31, 2021, we had approximately 16,200 issued
patents relating to technologies from which we derive a significant portion of
our licensing revenue. We have approximately 1,500 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.
Licensing
We license our technologies to a range of customers who incorporate them into
their products for enhanced audio and imaging functionality for content playback
in movies, TV, music, and gaming. 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 that allows sound to be precisely placed and moved anywhere in the
Dolby Atmos®               listening environment including the overhead

dimension. Dolby Atmos provides


                           an immersive experience that can be provided via 

multiple Dolby 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
Dolby Vision®              deliver ultra vivid colors, sharper contrasts, 

and richer details for cinema


                           and a wide range of media devices.
                           An audio communications technology with superior spatial perception, voice
Dolby Voice®               clarity, and background noise reduction that 

emulates the in-person meeting


                           experience.
HEVC                       A 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 revenue for all periods presented:


                                       Fiscal Quarter Ended
                                December 31,         December 25,
Market                              2021                 2020                   Main Offerings Incorporating Our Technologies
Broadcast                           37%                   37%                   Televisions and STBs
Mobile                              23%                   28%                   Smartphones and Tablets
                                                                                DMAs, Blu-ray Disc devices, AVRs, Soundbars,
CE                                  17%                   14%                   and DVDs
PC                                  10%                   9%                    Windows and macOS operating systems
Other                               13%                   12%                   Gaming consoles, Auto DVD, and Dolby Cinema
Total                               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 by Dolby, are available for purchase from implementation licensees
by OEMs for use in end-user products. Implementation
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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. Revenue from these initial fees is 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 same Dolby 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 factors
including the nature of the implementations, the mix of Dolby 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 of Dolby
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 ("Via"). By aggregating and offering
pooled IP, patent pools deliver efficiencies that reduce transactional costs for
both IP owners and licensees. The Via 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 a combination of
patent pools and licensing directly to OEMs.
Recoveries.   Licensing revenue recognized in any given period may include
revenue from licensees and/or settlements with third parties where the use of
our technology occurred in previous periods. Within the Results of Operations
section of Part I, Item 2 "Management's Discussion and Analysis of Financial
Condition and Results of Operations," revenue attributable to previous periods'
usage including 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
revenue at Dolby Cinema sites through a share of box office receipts, which is
recognized as licensing revenue.
Products and Services
We design and manufacture audio and imaging products for the cinema, television,
broadcast, and entertainment industries. Distributed in approximately 90
countries, these products are used in content creation, distribution, and
playback to enhance image and sound quality, and improve transmission and
playback. Additionally, some of our Dolby Cinema arrangements involve fixed or
minimum amounts, which are typically included in products sales.
We also offer a developer platform, Dolby.io, that enables developers access to
our technologies through APIs. These offerings currently include audio and video
APIs for building high-quality communications, media, and streaming solutions.
Over time, we intend to significantly expand the amount and types of content
that can be enhanced through our technologies and capabilities.


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Key products from which we generate products revenue are summarized in the table
below:
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
Cinema                              package digital media files for distribution.
                                    Cinema Processors, amplifiers, and loudspeakers used to decode,
           Cinema Audio Products    render, and optimally playback digital 

cinema soundtracks including


                                    those using Dolby Atmos.

                                    3-D glasses and kits, broadcast hardware and software used to encode,
Other      Other Products           transmit, and decode multiple channels 

of high-quality audio for DTV


                                    and HDTV distribution, monitors, 

accessibility solutions for hearing


                                    and visually impaired consumers, and 

Dolby.io.




In addition, 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.
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                               EXECUTIVE SUMMARY

COVID-19


The COVID-19 pandemic triggered worldwide shutdowns, supply chain constraints,
and other disruptions which in turn have negatively affected the global economy,
including consumer purchasing activity. It is unclear how demand for consumer
products that include our technologies may change in response to the ongoing
pandemic. The issues and circumstances relating to COVID-19 continue to change
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, shortages of certain
semiconductor components, and delays in shipments, product development, and
product launches. 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 impacted revenue pertaining to royalties on
consumer devices and may cause delays in the adoption of our technologies by
partners. Further, we may be negatively impacted by delays in transaction cycles
and our recoveries efforts due to ongoing global restrictions related to the
pandemic.
The cinema market has been adversely impacted by COVID-19 social distancing
mandates. At various times, our exhibition partners and customers have had to
either partially or fully discontinue operations. This has resulted in a
significant reduction in box office receipts at Dolby Cinema sites and lower
demand for our cinema products and services. While box office receipts have
improved in the first quarter of fiscal 2022, it remains uncertain when and
where the cinemas will be able to operate at full capacity. Most cinema
locations have been permitted to resume operations, but many such locations are
operating under restricted capacity.
At Dolby, we implemented work-from-home options and practices within all our
offices in locations with ongoing outbreaks 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. Dolby offices in certain locations have resumed
in-office work at less than full capacity, dependent on local progress against
COVID-19 and applicable rules and regulations in those jurisdictions.
We expect COVID-19 will continue to have an impact for the foreseeable future,
with varying degrees of impact depending on geographic location. The degree of
impact on our business will depend on several factors, such as the full duration
and the extent of the pandemic, the spread of variants of SARS-CoV-2, the
actions taken by governments, businesses and consumers in response to the
pandemic, and the rate and extent of vaccine distributions to the general
population, 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 EXPERIENCES
We are focused on expanding our leadership in audio and imaging solutions for
premium entertainment content by increasing the number of Dolby experiences that
people can enjoy, which will drive revenue growth across the markets we serve.
We can increase our value proposition and create opportunities by broadening
Dolby technologies into new types of content, such as music and gaming. We are
also beginning to leverage our audio and imaging expertise to expand the reach
of our technologies to address content beyond premium entertainment that can
create new revenue generating opportunities. Following is a discussion of the
key markets that we address and the various Dolby technologies and solutions
that serve these markets.
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. Our imaging technologies are primarily comprised of Dolby Vision
and our AVC and HEVC technologies. Licensing revenue is primarily driven by the
adoption of our technologies on devices and the number of devices shipped by
licensees. DD+, AC-4, and our AAC and HE-AAC audio patents (collectively, our
"foundational audio technologies") have broad penetration across a diverse set
of devices and end markets. Our revenue from these technologies is primarily
driven by device shipments from licensees, and as such, is impacted by consumer
spending. Other factors, such as global supply constraints or device lifecycles,
may also impact revenue from these
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technologies. In the future, we expect our foundational audio technologies
revenue to generally reflect market trends in device shipments. The remaining
portion of our licensing revenue includes offerings such as Dolby Vision, Dolby
Atmos, our imaging patents, and Dolby Cinema. These offerings have not been in
the market as long as our foundational audio technologies, thus revenue growth
is primarily driven by increased adoption and the addition of new licensees.
The availability of content in Dolby formats is an important part of creating
the ecosystems that drive adoption of our technologies within a wide range of
devices. Our audio and imaging technologies have a strong presence within movie
and episodic content through adoption across content creators and streaming
services. The availability of content on these platforms has driven strong
adoption in devices such as TVs, STBs, speaker devices, and playback devices.
Our audio technologies have also been broadly adopted through many forms of
content, including broadcast TV, streaming, and optical disc playback.
Major streaming partners and services such as Netflix, Disney+, Apple TV+,
Amazon, HBO Max, and Paramount+ continue to enable more content in Dolby Vision
and Dolby Atmos. These streaming services launch local content in Dolby formats
internationally. As we see an increase in new local content, we increase our
value proposition for adoption of Dolby Vision and Dolby Atmos across devices
such as TVs, mobile, PCs, and CE.
We have also enabled a broader range of content, such as music, gaming, and
user-generated content. In the first quarter of fiscal 2022, Xbox's highly
anticipated Halo Infinite release supports both Dolby Vision and Dolby Atmos.
Also, subsequent to the first quarter of fiscal 2022, the Honor of Kings
Challenger Cup Finals was recently available in Dolby Atmos in Tencent Video and
Bilibili. We believe enabling our technologies in these forms of content creates
additional value for the adoption of Dolby within devices like mobile, PC,
gaming consoles, and automotive.
The following are highlights from our first quarter of fiscal 2022 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 Dolby Atmos and AC-4, Dolby Vision, as well as AVC
and HEVC imaging technologies which we license through patent pools.
We work with many TV OEMs and strategic partners to enable and promote Dolby
Vision and Dolby Atmos experiences within their TV lineups. Many such partners
have continued to expand their support of the combined Dolby Vision and Dolby
Atmos experience. In the first quarter of fiscal 2022, Best Buy began supporting
Dolby Vision in their Pioneer TVs. Additionally, at CES in January 2022, Samsung
announced their adoption of Dolby Atmos in their TVs for the first time, and
Sony, Panasonic, and TCL announced new TV models supporting Dolby Vision and
Dolby Atmos. Also at CES, LG unveiled their latest TV lineup with Dolby Vision
and Dolby Atmos, and was the first to announce support for Dolby Vision IQ with
Precision Detail, and Hisense launched their laser TV projector with Dolby
Vision and Dolby Atmos.
Key Challenges: Our pursuit of growth and further adoption of our technologies
may be impacted by a number of factors. 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.
Further, in certain countries, such as China, 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.
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 continues to cause uncertainty about consumer demand for devices and
services 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 new products by partners and licensees, and the timing of
launches for new products.
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Mobile


Highlights: We continue to focus on adoption of our technologies across major
mobile ecosystems, including Apple and Android. HE-AAC and HEVC are widely
adopted audio and video technologies across mobile devices, and we offer these
technologies through our patent licensing programs. We also continue to focus on
expanding adoption of our DD+, AC-4, Dolby Atmos, and Dolby Vision technologies
in the mobile market.
The breadth of mobile devices supporting Dolby technologies continues to
increase globally. In the first quarter of fiscal 2022, Xiaomi launched their
new flagship smartphones that support Dolby Vision and Dolby Atmos, and Motorola
released their Edge smartphones supporting Dolby Atmos. In addition, new tablet
devices from Lenovo and ASUS support Dolby Vision and Dolby Atmos.
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. 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. Additionally, we must continue to support the development and
distribution of Dolby-enabled content via various ecosystems. Further, COVID-19
continues to cause 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 new products
by partners and licensees, and the timing of launches for new products.
Consumer Electronics
Highlights: We have an established presence in the home entertainment market
across devices such as AVRs, soundbars, smart speakers, DMAs, and Blu-Ray
players, through the inclusion of our DD+ technology, and increasingly through
the inclusion of Dolby Atmos and Dolby Vision. AAC and HE-AAC technologies also
have broad adoption through our patent licensing programs.
We continue to focus on expanding the availability of Dolby technologies to new
devices. In the first quarter of fiscal 2022, Samsung announced their 2022
soundbar lineup that includes wireless Dolby Atmos connectivity, and Hisense
launched a new soundbar that supports Dolby Atmos.
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
products, our revenue could be impacted. Further, COVID-19 continues to cause
uncertainty about consumer demand for devices in the home entertainment market,
the ability of our partners to manufacture such devices due to supply chain
disruption, timing of the adoption of our technologies into new products by
partners and licensees, and the timing of launches for new products.
Personal Computers
Highlights: DD+ continues to enhance audio 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 various types of content, including streaming video
entertainment. A number of PCs from partners such as Apple, Lenovo, Dell,
Samsung, and ASUS also support Dolby Vision and/or Dolby Atmos, with continued
expansion of applications through music, streaming, and gaming. In the first
quarter of fiscal 2022, Dell announced support for Dolby Vision and Dolby Atmos
across their latest Alienware lineup and Lenovo previewed their newly designed
ThinkPad laptops, which feature Dolby Vision, Dolby Atmos Speaker System, and
Dolby Voice. Also, ASUS announced their Vivobook and latest gaming laptops
featuring Dolby Vision and Dolby Atmos.
Key Challenges: PC revenue from audio technologies such as DD+ has 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. We must continuously collaborate and maintain our
key partnerships with PC manufacturers to incorporate our technologies, and we
must continue to support the development and distribution of Dolby content via
various ecosystems. Demand in the PC market has been positively impacted in
recent quarters by work-from-remote policies due to COVID-19. It is unclear
whether this heightened demand will
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be sustained. COVID-19 continues to cause uncertainty about the ability of our
partners to manufacture such devices due to supply chain disruption, timing of
the adoption of our technologies into new products by partners and licensees,
and the timing of launches for new products.
Other Markets
Highlights: DD+ is incorporated in the Xbox and PlayStation gaming consoles that
support gaming content and streaming for movie and television content. The most
recently launched Xbox gaming console supports Dolby Vision and Dolby Atmos for
streaming and gaming content. At CES in January 2022, Alienware revealed their
new gaming headset featuring Dolby Atmos.
We also generate revenue from the automotive industry primarily through disc
playback devices as well as other elements of the entertainment system. In
addition, we expect to generate revenue in the future from enabling the playback
of Dolby Atmos music. In the first quarter of fiscal 2022, NIO, a Chinese
electric vehicle company, announced that their new ET5 model will support Dolby
Atmos.
Key Challenges: Consumer demand for devices in the gaming industry is impacted
by anticipation of console refresh cycles. In addition, the gaming console
market has competition from mobile devices and gaming PCs, which have faster
refresh cycles and appeal to a broader consumer base. Also, automotive revenue
has been negatively impacted by a decline in the portion of cars that have
optical disc playback in recent years. These factors may impact our future
revenue. If OEMs do not incorporate our technologies in current and future
products, our revenue will face downward pressure. Further, COVID-19 continues
to cause 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 new products by
partners and licensees, and the timing of launches for new products.
In addition to licensing revenue derived from the licensing of audio and imaging
technologies into the markets discussed above, we offer our audio and imaging
technologies to create Dolby experiences through Dolby Cinema.
Dolby Cinema
Highlights: We continue to expand our global presence for Dolby Cinema, with six
new sites opened in the first quarter of fiscal 2022, in the U.S. and
internationally. As of the end of the first quarter of fiscal 2022, over 95% of
our Dolby Cinema sites are open, subject to capacity restrictions per local
regulations. The breadth of motion pictures for Dolby Cinema continues to grow
with over 400 theatrical titles in Dolby Vision and Dolby Atmos having been
announced or released from all of the major studios, as compared to over 375
theatrical titles as of the end of fiscal 2021.
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 their success, and 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 a significant effect on theatrical exhibition, which could
impact the financial viability of our key partners. The response to COVID-19
including the closure of cinemas and government-imposed social-distancing
restrictions has had a negative impact on our cinema-related revenue and
consumer demand, although consumer demand for the cinema has improved recently.
Further, certain studios have delayed the release of a number of new movie
titles and/or are shifting towards a direct-to-streaming model, which as a
result, has negatively impacted the rate of new Dolby Cinema content. It is
uncertain whether consumer demand for the cinema will return to previous levels.
PRODUCTS AND SERVICES
A majority of our products and services revenue is derived from the sale of
audio and imaging products for the cinema, television, broadcast, communication,
and entertainment industries. Revenue from our developer platform, Dolby.io, is
also included in products and services.
Cinema Products and Services
Highlights: To help enable the playback of content in Dolby formats, we offer a
range of servers and audio processors to cinema exhibitors globally. Dolby Atmos
has been adopted broadly across studios, content creators,
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post-production facilities, and exhibitors. As of the end of the first quarter
of fiscal 2022, there are over 6,500 Dolby Atmos screens installed or committed
and over 2,100 Dolby Atmos theatrical titles have been announced or released.
We also offer a variety of other 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 their success in the market, industry and economic cycles, box office
performance, and 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 as China, which are subject to economic risks as
well as geo-political risks. We may also be faced with pricing pressures or
competing technologies, which would affect our revenue.
Additionally, the effects of COVID-19 such as the closure of cinemas and social
distancing requirements have had a negative impact on demand for cinema products
and services. As demand begins to recover, supply chain constraints may impact
our ability to provide products to our customers. COVID-19 has also negatively
impacted the financial health of our cinema customers and partners. We continue
to closely monitor the ongoing impact of these conditions.
Developer Platform Services
Highlights: We are focused on bringing our expertise in media and communications
to a broader range of content and digital experiences. For example, we are
increasing our engagement with new customers across different industries through
our developer platform, Dolby.io, that enables developers to access our
technologies through APIs. The current offerings include audio and video APIs
for building high-quality communications, media, and streaming solutions.
Following the initial launch of Dolby.io in fiscal 2020, we have seen growing
use cases for the platform, such as for entertainment, social audio, online
education, gaming, and content production. For example, in the first quarter of
fiscal 2022, we introduced the Spatial Audio feature with Spatial Placement
capability, which will enable developers and businesses to build more realistic
listening experiences into their apps and services.
Key Challenges: Dolby.io is an early stage business, and it is uncertain when
and if it will be a material revenue driver for the Company. Our success in this
market will depend on the number of developers we are able to attract and
maintain, the volume of usage of the service, and our ability to monetize our
services. In addition, the development and maintenance needed to provide a
reliable and scalable platform may require us to internally develop new skills
for our current employees or hire external specialized talent. Although the
market for online experiences has been growing, Dolby's API technologies compete
with other offerings.
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CRITICAL ACCOUNTING POLICIES AND ESTIMATES
There have been no material changes to the critical accounting policies from
those included in our fiscal 2021 Annual Report on Form 10-K filed with the SEC,
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). This discussion and analysis highlights comparisons of material
changes in the condensed consolidated financial statements for the quarters
ended December 31, 2021 and December 25, 2020. 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 and imaging 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. To
the extent that shipment data reported by licensees differs from estimates we
made and recorded, we recognize an adjustment to revenue for such difference in
the period we receive the reported shipment data.
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 patent pool fees.
                                  Fiscal Quarter Ended            Change
                               December 31,   December 25,
Licensing                          2021           2020           $         %
Revenue                          $332,284       $373,005     $(40,721)   (11)%
Percentage of total revenue        94%            96%
Cost of licensing                 14,935         12,946        1,989      15%
Gross margin                     317,349        360,059      (42,710)    (12)%
Gross margin percentage            96%            97%


                                                Fiscal Quarter Ended
Licensing Revenue By Market       December 31, 2021             December 25, 2020
Broadcast                     $        121,633     37  %    $        139,300     37  %
Mobile                                  74,920     23  %             105,623     28  %
CE                                      57,573     17  %              51,921     14  %
PC                                      34,777     10  %              32,735      9  %
Other                                   43,381     13  %              43,426     12  %
Total licensing revenue       $        332,284    100  %    $        373,005    100  %



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Q1 2022 vs. Q1 2021
Factor                                    Licensing Revenue                                   Gross Margin
                            Lower revenue due to lower recoveries and timing of
Mobile               â      revenue under contracts, partially offset by new
                            licensees in our imaging patent programs
                            Lower revenue due to timing of revenue, the large true-up
Broadcast            â      in the prior year and lower recoveries, partially offset
                            by higher adoption of Dolby Atmos and Dolby Vision in
                            TVs, and new imaging patent licensees                              Lower gross margin
                            Higher revenue from increased shipments of DMAs and          ßà       due to lower
CE                   á      soundbars, higher revenue from Dolby Atmos and Dolby                     revenue
                            Vision across devices, along with higher recoveries,
                            partially offset by the large true-up in the prior year
PC                   á      Higher revenue due to new licensees in our imaging patent
                            programs and increased adoption of Dolby Vision
                            Lower gaming units sold and lower audio patent revenue,
Other                â      offset by higher revenues from Dolby Cinema due to
                            increased movie theater attendance


Products and Services
Products revenue is generated from the sale of audio and voice products for the
cinema and television broadcast markets. Also included in products revenue are
amounts relating to certain Dolby Cinema arrangements that are considered
sales-type leases that involve fixed or minimum fees. Cost of products includes
materials, labor, manufacturing overhead, amortization of certain intangible
assets, and certain 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 at Dolby Cinema theaters operated by
exhibitor partners and support for the implementation of our technologies into
products manufactured by our licensees. Also included in services revenue are
amounts generated through our Dolby.io developer platform. 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
                                 December 31,   December 25,
Products and Services                2021           2020             $        %
Revenue                            $19,349        $16,869         $2,480     15%
Percentage of total revenue           6%             4%
Cost of products and services       17,774         22,358         (4,584)   (21)%
Gross margin                        1,575         (5,489)          7,064    (129)%
Gross margin percentage               8%           (33)%


Q1 2022 vs. Q1 2021
Factor                           Products and Services Revenue             

                     Gross Margin
                                                                                       Higher gross margin primarily due to
                                                                                       lower excess and obsolescence charges,
Products                ßà         No significant fluctuations                   á     from exiting our conference hardware
                                                                                       business in the prior year, and higher
                                                                                       absorption of manufacturing overhead, due
                                                                                       to increased product sales
                                   Higher revenue primarily due to higher              Higher gross margin primarily due to

Services                 á         adoption of our technologies and higher       á     higher services revenue
                                   Dolby Cinema revenue


Operating Expenses
Research and 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
                               December 31,   December 25,
                                   2021           2020            $       %
Research and development         $68,824        $63,772         $5,052   8%
Percentage of total revenue        20%            16%


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Q1 2022 vs. Q1 2021
Category                                                               Key Drivers

Stock-based Compensation                á     Higher costs of $2.2 million

primarily due to increased fair value of


                                              RSUs
                                              Higher costs of $3.2 million for higher salaries expense primarily due
Compensation & Benefits                 á     to increased headcount and 

the extra week in the current fiscal year,


                                              partially offset by lower 

costs of $2.2 million due to lower incentive


                                              compensation


Sales and 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
                               December 31,   December 25,
                                   2021           2020             $       %
Sales and marketing              $97,170        $75,445         $21,725   29%
Percentage of total revenue        28%            19%


Q1 2022 vs. Q1 2021
Category                                                                Key Drivers

Marketing Programs                      á     Higher costs of $10.8

million primarily due to marketing efforts for


                                              growth initiatives and 

branding activities


                                              Higher costs of $4.2 million for higher salaries expense primarily due to
Compensation & Benefits                 á     increased headcount, higher 

incentive compensation, and the extra week in


                                              the current fiscal year
Stock-based Compensation                á     Higher costs of $2.5 million

primarily due to increased fair value of


                                              RSUs


General and Administrative
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
                               December 31,   December 25,
                                   2021           2020            $       %

General and administrative $62,444 $54,454 $7,990 15% Percentage of total revenue 18%

            14%


Q1 2022 vs. Q1 2021
Category                                                              Key Drivers
                                              Higher costs of $3.0 million primarily due to collections of
Credit Loss Expense                     á     previously reserved amounts 

in the prior year that did not recur in


                                              the current year

                                              Higher costs of $2.8 million for higher salaries expense primarily
Compensation & Benefits                 á     due to increased headcount 

and the extra week in the current fiscal


                                              year
Stock-based Compensation                á     Higher costs of $1.8 million

primarily due to increased fair value of


                                              RSUs


Gain on Sale of Assets
                                  Fiscal Quarter Ended               Change
                               December 31,   December 25,
                                   2021           2020             $        %
Gain on sale of assets              $-         $(13,871)        $13,871   (100)%
Percentage of total revenue         -%            (4)%


Q1 2022 vs. Q1 2021
In fiscal year 2019, management committed to a plan to sell a property, which
included land and a building, after the lease on the property expired and we
re-assessed the real estate needs of our business. In the first quarter of
fiscal 2021, we finalized the sale of this property, and as a result, we
realized a gain of $13.9 million, which was
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recorded to gain on sale of assets on the condensed consolidated statements of
operations. Refer to "Net (Income)/Loss Attributable to Controlling Interest"
section below for more information.
Restructuring Charges
Restructuring charges recorded as operating expenses in our condensed
consolidated statements of operations represent costs associated with separate
individual restructuring plans implemented in various fiscal periods. The extent
of our costs arising as a result of these actions, including fluctuations in
related balances between fiscal periods, is based on the nature of activities
under the various plans.
                                        Fiscal Quarter Ended                Change
                                     December 31,   December 25,
                                         2021           2020              $         %

Restructuring charges/(credits) $(95) $10,023 $(10,118) (101)% Percentage of total revenue

               -%             3%


Q1 2022 vs. Q1 2021
Restructuring charges were incurred during fiscal 2021 in relation to our fiscal
2021 plan to reduce certain activities, such as exiting our conferencing
hardware business, in order to focus our efforts on higher priority investment
areas, and reduce the cost structure of our manufacturing operations. For
additional information on our Restructuring programs, see Note 13
"Restructuring" to our unaudited interim condensed consolidated financial
statements.
Other Income/Expense
Other income/expense primarily consists of interest income earned on cash and
investments and the net gains or losses from foreign currency transactions,
derivative instruments, and sales of marketable securities from our investment
portfolio.
                                  Fiscal Quarter Ended               Change
                               December 31,   December 25,
                                   2021           2020              $         %
Other income                       $861          $2,215         $(1,354)    (61)%
Percentage of total revenue         -%             1%


Q1 2022 vs. Q1 2021

Category                    Key Drivers
Other Income      ßà    No significant fluctuations


Income Taxes
Our effective tax rate is based on our annual fiscal year results and is
affected each period-end by several factors. These factors include changes in
our projected fiscal year results, recurring items such as tax rates and
relative income earned in our foreign jurisdictions, as well as discrete items
such as changes to our unrecognized tax benefits 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
                              December 31,   December 25,
                                  2021           2020
Provision for income taxes     $(11,432)      $(24,272)
Effective tax rate               12.5%          14.5%


Q1 2022 vs. Q1 2021
Factor                                                          Impact On Effective Tax Rate

Stock-based Compensation                     â         Higher benefit of

related to the settlement of stock-based


                                                       awards.
Foreign Operations                           â         Higher benefit from 

earned income in lower tax jurisdictions.


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Net (Income)/Loss Attributable to Controlling Interest


                                                                   Fiscal Quarter Ended                        Change
                                                            December 31,         December 25,
                                                                2021                 2020                  $            %
Net (income)/loss attributable to controlling interest           $4                $(7,492)              $7,496       (100)%
Percentage of total revenue                                      -%                  (2)%


Q1 2022 vs. Q1 2021
In the first quarter of fiscal 2021, we finalized the sale of a property, which
included land and building, and as a result, we recognized a gain of
$13.9 million from this transaction, which was recorded to gain on sale of
assets on the unaudited interim condensed consolidated statements of operations.
The property was 51% owned by the controlling interest, and therefore 51% of the
gain on sale of assets has been attributed to the controlling interest.
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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.
As of December 31, 2021, we had cash and cash equivalents of $1,056.7 million,
which mainly consisted of cash and highly-liquid money market funds. In
addition, we had short and long-term investments of $201.6 million, which
consisted primarily of corporate bonds, municipal debt securities, government
bonds, commercial paper, U.S. agency securities, and certificates of deposit.
The following table presents selected financial information as of December 31,
2021 and September 24, 2021 (in thousands):
                                              December 31,      September 24,
                                                  2021               2021
Cash and cash equivalents                    $  1,056,686      $    1,225,380
Short-term investments                             80,618              38,839
Long-term investments                             120,988              62,819
Accounts receivable, net                          241,449             232,609
Accounts payable and accrued liabilities          244,951             280,507
Working capital                                 1,411,855           1,444,781


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."
Shareholder Return
We have returned cash to stockholders through both 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
and Stock-Based Compensation" to our unaudited interim condensed consolidated
financial statements for a summary of dividend payments made under the program
during fiscal 2022 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 $2.1 billion of stock
repurchases under the program.
Quarterly Dividend Program. During fiscal 2015, we initiated a recurring
quarterly cash dividend program for our stockholders. For fiscal 2022, quarterly
dividends of $0.25 per share were paid on our Class A and Class B common stock
to eligible stockholders of record.
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Cash Flows Analysis
For the following comparative analysis performed for each of the sections of the
condensed consolidated 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 (in
thousands).
Operating Activities
                                                     Fiscal Quarter Ended
                                               December 31,        December 25,
                                                   2021                2020

Net cash provided by operating activities $ 31,660 $ 82,160




Net cash provided by operating activities decreased $50.5 million in the fiscal
quarter-to-date period ended December 31, 2021 as compared to the fiscal
quarter-to-date period ended December 25, 2020, primarily due to the following:
Factor                                                   Impact On Cash Flows

Net Income                        â        Lower revenue and higher S&M expenses

                                           Non-cash adjustment to net income for gain recognized on the
Gain on Sale of Assets            á        sale of property that was 51% 

owned by the controlling interest


                                           in fiscal 2021, that did not recur in fiscal 2022

Working Capital                   â        Lower inflows due to decrease in accounts receivable, and
                                           decreased accounts payable and accrued liabilities


Investing Activities
                                                Fiscal Quarter Ended
                                           December 31,      December 25,
                                               2021              2020

Net cash used in investing activities $ (126,111) $ (1,499)




Net cash used in investing activities was $124.6 million higher in the fiscal
quarter-to-date period ended December 31, 2021 as compared to the fiscal
quarter-to-date period ended December 25, 2020, primarily due to the following:
Factor                                                             Impact On Cash Flows

                                           â        Higher outflows for the purchase of marketable investment
Purchase of Investments                             securities, and other 

investments



                                           â        Lower inflows for the sale of property in the prior year that was
Sale of Assets                                      51% owned by the controlling interest


Financing Activities
                                                Fiscal Quarter Ended
                                           December 31,      December 25,
                                               2021              2020

Net cash used in financing activities $ (72,839) $ (46,340)




Net cash used in financing activities was $26.5 million higher in the fiscal
quarter-to-date period ended December 31, 2021 as compared to the fiscal
quarter-to-date period ended December 25, 2020, primarily due to the following:
Factor                                                    Impact On Cash Flows

Common Stock Issuance             â        Lower inflows from employee stock option exercises
Distribution to Controlling                Lower outflows for distributions to controlling interest due to
Interest                          á        the sale of property that was 51% owned by the controlling
                                           interest in fiscal 2021, that did not recur in fiscal 2022


Contractual Obligations and Commitments
Since the end of our most recent fiscal year ended September 24, 2021, 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 7
"Leases" and Note 15 "Commitments and Contingencies" to our unaudited interim
condensed consolidated financial statements.
In the first quarter of fiscal 2022, we did not enter into any off-balance sheet
arrangements that are expected to have a material effect on Dolby's liquidity or
the availability of capital resources.
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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
condensed 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 and
Contingencies" to our unaudited interim condensed consolidated financial
statements.
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