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 the
coronavirus pandemic ("COVID-19") on our business; market growth opportunities
and trends; the development and launch of new products, features, and platforms;
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,"
"intend," "could," "can," "would," "target," "goal," "outlook," "project,"
"contemplate," "future," or the negative of these words or other similar terms
or expressions that concern our expectations, strategy, plans, or intentions
indicates a forward-looking statement. Such forward-looking statements are based
on management's reasonable and current assumptions and expectations, but such
statements inherently involve substantial risks and uncertainties. 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" and key challenges set forth in
Part I, Item 2, "Management's Discussion and Analysis of Financial Condition and
Results of Operations." 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 may not actually
achieve the plans, intentions, or expectations disclosed in our forward-looking
statements, and you should not place undue reliance on our forward-looking
statements.

In addition, statements that "we believe" and similar statements reflect our
beliefs and opinions on the relevant subject. These statements are based upon
information available to us as of the date of this Quarterly Report on Form
10-Q, and while we believe such information forms a reasonable basis for such
statements, such information may be limited or incomplete. These statements are
inherently uncertain and investors are cautioned not to unduly rely upon these
statements. 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 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.

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.


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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.



Expanding the Reach of our Technologies. With 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 generate revenue from approximately 500 electronics product OEMs and software
developers. As of December 30, 2022, we had approximately 17,300 issued patents
relating to technologies, which are licensed to third parties and derive a
significant portion of our licensing revenue. We have approximately 1,600
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, Extended HE-AAC, AVC, and HEVC, we
jointly participate in patent licensing programs with other patent owners.
Technology                                             Description

AAC, HE-AAC and Advanced digital audio codec solutions with high bandwidth efficiency used Extended HE-AAC 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.
DD                    A digital audio coding technology that provides 

multichannel sound to a


                      variety of media applications.
DD+                   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.

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 revenue from our licensing business for all periods presented:


                                         Fiscal Quarter Ended
                                  December 30,         December 31,               Main Offerings Incorporating Our
Market                                2022                 2021                   Technologies
Broadcast                             38%                   37%                   Televisions and STBs
Mobile                                21%                   23%                   Smartphones and Tablets
                                                                                  DMAs, Blu-ray Disc devices, AVRs, Soundbars,
CE                                    18%                   17%                   and DVDs
PC                                     8%                   10%                   Windows and macOS operating systems
                                                                                  Dolby Cinema, Gaming consoles, and

Other                                 15%                   13%                   Automotive
Total                                 100%                 100%

We have various licensing models: a two-tier model, an integrated licensing model, a patent licensing model, recoveries, 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.


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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 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. 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 collaboratively developed technologies.
We offer our patents related to AAC, HE-AAC, Extended HE-AAC, AVC, 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



We design and manufacture audio and imaging hardware and software products for
the cinema, television, broadcast, and entertainment industries. Distributed in
approximately 100 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
are classified as sales-type leases, and as a result are included in products
sales.
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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 play back 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


Services

We 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 expect to significantly expand the amount and types of content
that can be enhanced through our technologies and capabilities.

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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MACROECONOMIC CONDITIONS



The current macroeconomic environment has negatively impacted many of our
licensees and that directly impacts our financial results. Our revenue has been
impacted by macroeconomic conditions, including but not limited to, elevated
inflation, rising interest rates, COVID-19-related restrictions and economic
impacts, supply chain constraints, increased shipping costs, international
conflicts, reduced discretionary consumer spending, and reduced new product
investment by our customers caused by higher interest rates and lower demand.
The impacts of the current macroeconomic environment on our partners have
resulted in the disruption of consumer products' supply chains, shortages of
certain semiconductor components, and delays in shipments, product development,
and product launches. The macroeconomic conditions also impart substantial
uncertainty into our operating environment, which presents additional challenges
for our business. These factors and the related uncertainty may cause delays or
a decrease in the adoption or implementation of our technologies into new
products by partners and licensees. These conditions may impact consumer demand
for devices and services and our partners' ability to manufacture devices.
Further, we may be negatively impacted by delays in transaction cycles and our
recoveries efforts due to the noted macroeconomic conditions and related
uncertainty. The future implications of these macroeconomic conditions on our
business, results of operations and overall financial position remain uncertain.
We continue to monitor the evolving situation and the impact on our business.
Further discussion of the potential impacts of these macroeconomic effects 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, gaming, live
sports, and user-generated content. We are increasingly making our audio and
imaging technologies available for content beyond premium entertainment through
Dolby.io, creating new revenue generating opportunities. The 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 technologies. In the future, we expect
revenue from our foundational audio technologies to generally reflect market
trends in device shipments. Further, in certain countries, 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. The remaining portion of our licensing revenue is derived from
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, and speaker devices. Our audio and
imaging technologies are also widely available through many forms of
distribution, 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 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 in
all market segments.
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We have also enabled a broader range of content, such as music, gaming, live
sports, and user-generated content. This quarter, the Belgium music festival
Tomorrowland streamed their festival in Dolby Atmos, and has released replay
footage of the event on Apple Music in Dolby Atmos. Also in the first quarter of
fiscal 2023, the popular mobile game PUBG Mobile was made available to play in
Dolby Atmos globally. The 2022 FIFA World Cup was broadcast internationally by
12 global operators and three free-to-air terrestrial broadcasters in Dolby
Vision and/or Dolby Atmos. Vivo launched its flagship mobile phone X90 Pro+ with
Dolby Vision Capture and playback, further enabling the creation of
user-generated content.

We have worked with industry leaders to enhance these forms of content through
the use of our technologies, creating additional value for the adoption of Dolby
within devices such as mobile, PC, gaming consoles, and automotive.

The following are highlights from our first quarter of fiscal 2023 and key
challenges related to audio and imaging licensing, by market. Further discussion
of the potential impacts of these key challenges on our business can be found in
Part II, Item 1A "Risk Factors."

Broadcast



Highlights: We have an established global presence with respect to our DD+ and
HE-AAC audio technologies in broadcast services and devices. We have expanded
our offerings in the broadcast market through technologies such as 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. For example, at CES in January 2023, LG announced their latest
TV lineup that supports Dolby Vision and Dolby Atmos, and Hisense announced
several new UHD TVs and Laser TVs that support Dolby Vision and Dolby Atmos.
Additionally, TCL announced new QLED and Mini-LED TVs with Dolby Vision and
Dolby Atmos.

Key Challenges: Our pursuit of new licensees and further adoption of our
technologies by existing licensees 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. Additionally, we face
geopolitical challenges including changes in diplomatic and trade relationships,
trade protection measures, and import or export licensing requirements.

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. Subsequent to the first quarter of
fiscal 2023, OPPO launched the OnePlus 11, its first phone that supports 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. The mobile
market is heavily concentrated, so we rely on a small number of partnerships
with key participants in this 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. We must also
continue to support the development and distribution of Dolby-enabled content
via various ecosystems. Additionally, we face geopolitical challenges including
changes in diplomatic and trade relationships, trade protection measures, and
import or export licensing requirements.
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Consumer Electronics



Highlights: We have an established presence in the home entertainment market
across devices such as AVRs, soundbars, wireless and 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. At CES in January 2023, LG and Samsung each announced 2023 soundbar
line-ups that support 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. Additionally, we face geopolitical challenges including changes in diplomatic and trade relationships, trade protection measures, and import or export licensing requirements.

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. Also in the
first quarter of fiscal 2023, Tencent's streaming music platform QQ Music
launched Dolby Atmos support in Mac operating systems.

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. 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. Additionally, we face
geopolitical challenges including changes in diplomatic and trade relationships,
trade protection measures, and import or export licensing requirements.

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 Xbox
Series X and Series S gaming consoles support Dolby Vision and Dolby Atmos for
streaming and gaming content. Additionally, our technologies continue to be
incorporated into the latest headphones by various OEMs.

We also generate revenue from the automotive industry primarily through disc
playback devices as well as other elements of the entertainment system, and more
recently through the adoption of Dolby Atmos Music. As of the first quarter of
fiscal 2023, Mercedes-Benz has adopted Dolby Atmos and Dolby Atmos Music in
several of their car models. In addition, Chinese electric car manufacturer Li
Auto and NetEase Cloud Music announced a collaboration to deliver Dolby Atmos
Music in Li Auto cars.

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. Automotive revenue has
been negatively impacted by a decline in the portion of cars that have optical
disc playback. Recent shortages of certain semiconductor components could result
in lower implementation of our technologies in vehicles by automotive
manufacturers. If OEMs do not incorporate our technologies in current and future
products, our revenue will face downward pressure. Additionally, we face
geopolitical challenges including changes in diplomatic and trade relationships,
trade protection measures, and import or export licensing requirements.

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.
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Dolby Cinema



Highlights: We continue to expand our global presence for Dolby Cinema, with
over 280 open Dolby Cinema sites located in the U.S. and internationally,
although some are subject to capacity restrictions per local regulations, and
with five new sites opened during the first quarter of fiscal 2023. The breadth
of motion pictures for Dolby Cinema continues to grow with over 400 theatrical
titles in both Dolby Vision and Dolby Atmos having been announced or released
from all of the major studios as of the end of the first quarter of fiscal 2023.

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 is 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 in China and government-imposed restrictions
has had a negative impact on our cinema-related revenue and consumer demand,
although consumer demand for the cinema has been improving. 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, which include the IMS3000 (an integrated imaging and audio
server with Dolby Atmos), and audio processors, such as the CP950, to cinema
exhibitors globally. Dolby Atmos has been adopted broadly across studios,
content creators, post-production facilities, and exhibitors. As of the end of
the first quarter of fiscal 2023, there are over 7,000 Dolby Atmos screens
installed or committed and over 2,400 Dolby Atmos theatrical titles have been
announced or released.

We also offer a variety of other cinema products, such as 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 other commercially available options.

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, which are subject to geopolitical risks. Additionally,
weakness in general economic conditions due to inflation, recession, pandemic or
other worsening economic conditions could have a negative impact on our
cinema-related revenue due to reduced consumer discretionary spending. We may
also be faced with pricing pressures or competing technologies, which would
affect our revenue. We have also experienced supply chain shortages and
increased shipping costs that have created challenges to maintain the sufficient
supply of cinema products to meet the demand in the market.

Additionally, the effects of COVID-19 such as the closure of cinemas and public
health mandates have had a negative impact on Dolby Cinema attendance. In
addition, supply chain constraints may impact our ability to provide cinema
products and services to our customers. COVID-19 has also negatively impacted
the financial health of our cinema customers and partners.

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. Since
the launch of Dolby.io in fiscal 2020, we have seen an expansion of the use
cases for the platform. Examples include virtual live performances, online and
hybrid events, social audio, premium
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education, gaming, sports, and content creation and production. Dolby.io provides tools to help developers create immersive experiences through apps and services with high quality audio and video, spatialized sound, and deliver live-streamed content with low latency.



Key Challenges: Dolby.io is an early stage business, and it is uncertain when or
if it will be a material revenue driver. Our success in this market will depend
on the number of developers we are able to attract and retain, 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 develop new skills internally 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 2022 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 unaudited 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 unaudited interim condensed consolidated financial
statements for the quarters ended December 30, 2022 and December 31, 2021. Note
that adjustments related to previously misreported 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 30,   December 31,
Licensing                          2022           2021           $         %
Revenue                          $308,011       $332,284     $(24,273)   (7)%
Percentage of total revenue        92%            94%
Cost of licensing                 13,359         14,935       (1,576)    (11)%
Gross margin                     294,652        317,349      (22,697)    (7)%
Gross margin percentage            96%            96%


                                                Fiscal Quarter Ended
Licensing Revenue By Market       December 30, 2022             December 31, 2021
Broadcast                     $        117,334     38  %    $        121,633     37  %
Mobile                                  64,286     21  %              74,920     23  %
CE                                      55,083     18  %              57,573     17  %
PC                                      24,286      8  %              34,777     10  %
Other                                   47,022     15  %              43,381     13  %
Total licensing revenue       $        308,011    100  %    $        332,284    100  %



Q1 2023 vs. Q1 2022
Factor                                    Licensing Revenue                                         Gross Margin
                            Lower revenue due to timing of minimum volume
Mobile               â      transactions in the prior year, partially offset by
                            increased adoption of Dolby Vision and Dolby Atmos
PC                   â      Lower revenue due to higher recoveries in the prior year,
                            and lower unit shipments in the current period
                            Lower revenue due to lower TV unit shipments and lower
Broadcast            â      recoveries, partially offset by a favorable true-up in
                            the current quarter and higher revenue from Dolby Vision     ßà      No significant fluctuations
                            and Dolby Atmos
                            Higher gaming revenue due to favorable true-up in the
Other                á      current quarter, offset by lower Dolby Cinema revenue due
                            to lower box office receipts

                            Lower revenue due to higher recoveries in the prior year,
CE                   â      partially offset by higher adoption of Dolby Vision and
                            Dolby Atmos


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Products and Services



Products revenue is generated from the sale of audio and imaging hardware and
software products for the cinema, television, broadcast and entertainment
industries. 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 contractors, and other
direct expenses incurred on behalf of customers.
                                    Fiscal Quarter Ended             Change
                                 December 30,   December 31,
Products and Services                2022           2021            $       %
Revenue                            $26,910        $19,349         $7,561   39%
Percentage of total revenue           8%             6%
Cost of products and services       21,091         17,774         3,317    19%
Gross margin                        5,819          1,575          4,244    269%
Gross margin percentage              22%             8%


Q1 2023 vs. Q1 2022
Factor                        Products and Services Revenue                                 Gross Margin
                                   Increased demand for cinema equipment          Higher gross margin due to higher cinema
Products                 á         as the exhibitor market continues to     á     products revenue, lower excess and
                                   recover                                        obsolescence charges, and lower
                                                                                  manufacturing spend
                                   Higher Dolby.io revenue partially
Services                ßà         offset by lower cinema production      

ßà No significant fluctuations


                                   services revenue


Operating Expenses

Research and Development

R&D expenses consist primarily of employee compensation and benefits expenses,
stock-based compensation, external contractor costs, depreciation and
amortization, facilities costs, costs for outside materials, and information
technology expenses.
                                  Fiscal Quarter Ended               Change
                               December 30,   December 31,
                                   2022           2021              $        %
Research and development         $64,450        $68,824         $(4,374)    (6)%
Percentage of total revenue        19%            20%


Q1 2023 vs. Q1 2022
Category                                                               Key Drivers

Compensation and Benefits                 â     Lower salaries expense of

$3.8 million primarily due to lower


                                                headcount and the extra 

week in the prior fiscal year

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,
contractor fees, facilities costs, depreciation and amortization, information
technology expenses,
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and legal costs associated with the protection of our IP.


                                  Fiscal Quarter Ended               Change
                               December 30,   December 31,
                                   2022           2021              $         %
Sales and marketing              $82,205        $97,170         $(14,965)   (15)%
Percentage of total revenue        25%            28%


Q1 2023 vs. Q1 2022
Category                                                        Key Drivers
Marketing Programs               â     Lower costs of $7.5 million

primarily due to marketing efforts for


                                       growth initiatives and branding 

activities in the prior period


                                       Lower salaries expense of $3.4

million and lower fringe benefits Compensation & Benefits â expense of $1.5 million primarily due to lower headcount and the extra


                                       week in the prior fiscal year
Travel                           á     Higher costs of $1.9 million for 

company travel due to lighter


                                       COVID-19 travel restrictions as compared to the prior period
Legal, Professional, and         â     Lower costs of $1.6 million primarily for patent support activities
Contractors


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
contractors.
                                  Fiscal Quarter Ended               Change
                               December 30,   December 31,
                                   2022           2021              $        %
General and administrative       $59,972        $62,444         $(2,472)    (4)%
Percentage of total revenue        18%            18%


Q1 2023 vs. Q1 2022
Category                                                            Key Drivers

Credit Loss Expense                   â     Lower credit loss expense of

$2.6 million primarily due to higher


                                            collections from our customers


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, our proportionate share of net income or losses from our
equity method investment, and sales of marketable securities from our investment
portfolio.
                                  Fiscal Quarter Ended             Change
                               December 30,   December 31,
                                   2022           2021            $       %
Other income                      $5,894          $861          $5,033   585%
Percentage of total revenue         2%             -%


Q1 2023 vs. Q1 2022
Category                                                        Key Drivers
Interest Income                   á     Higher yields on our current year investment balances due to
                                        increased interest rates


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
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