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 the risks set forth in Part II, Item 1A, "Risk Factors." Such
forward-looking statements are based on management's reasonable current
assumptions and expectations. Although we believe that the expectations
reflected in the forward-looking statements are reasonable, we cannot guarantee
future results, levels of activity, performance or achievements. We 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 at the cinema, at home, at work, and on mobile
devices. Founded in 1965, our strengths stem from expertise in analog and
digital signal processing and digital compression technologies that have
transformed the ability of artists to convey entertainment experiences to their
audiences through recorded media. Such technologies led to the development of
our noise-reduction systems for analog tape recordings, and have since evolved
into multiple offerings that enable more immersive sound for cinema, digital
television transmissions and devices, mobile devices, OTT video and music
services, 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. Finally, we provide products and services for a variety of
applications in the cinema, broadcast, communications, and home entertainment
markets.
COVID-19
Please refer to the Executive Summary section of 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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REVENUE GENERATION
We have active licensing arrangements with over 500 electronics product OEMs and
software developers. As of December 25, 2020, we had approximately 14,000 issued
patents relating to technologies from which we derive a significant portion of
our licensing revenue. We have approximately 1,300 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 whether it be at
home, at work, on mobile devices, or at the cinema. Our key technologies are
summarized in the table below. As it relates to AAC, HE-AAC, AVC, and HEVC, we
jointly participate in patent licensing programs with other patent owners.
Technology                                                  Description
AAC & HE-AAC               An advanced digital audio codec solution with 

higher bandwidth efficiency


                           used for a wide range of media applications.
AVC                        A digital video codec with high bandwidth 

efficiency used in a wide range of


                           media devices.
                           A next-generation digital audio coding technology that increases transmission
Dolby® AC-4                efficiency while delivering new audio 

experiences, including Dolby Atmos, to


                           a wide range of playback devices.
                           An object-oriented audio technology for cinema 

and a wide range of media


                           devices that allows sound to be precisely placed and moved anywhere in the
Dolby Atmos®               listening environment including the overhead 

dimension. Dolby Atmos is 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 higher color contrast, brighter 

contrast, and improved 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 next-generation digital video codec with high 

bandwidth efficiency to


                           support ultra-high definition experiences for a 

wide range of media devices.

The following table presents the composition of our licensing business and revenues for all periods presented:


                                        Fiscal Quarter Ended
                                  December 25,       December 27,
Market                                2020               2019                  Main Offerings Incorporating Our Technologies
Broadcast                             37%                 40%                  Televisions and STBs
Mobile                                28%                 13%                  Smartphones and Tablets
                                                                               DMAs, Blu-ray Disc devices, AVRs, Soundbars,
CE                                    14%                 19%                  DVDs, and HTIBs
PC                                     9%                 12%               

Windows and macOS operating systems


                                                                               Gaming consoles, Auto DVD, Dolby Cinema, and
Other                                 12%                 16%                  Dolby Voice
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 licensees only pay us a
nominal initial fee on contract execution as consideration for the ongoing
services that we
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provide to assist in their implementation process. Revenues from these initial
fees are recognized ratably over the contractual term as a component of
licensing revenue.
System licensees provide us with prototypes of products, or self-test results of
products that incorporate our technologies. Upon our confirmation that our
technologies are optimally and consistently incorporated, the system licensee
may buy ICs under a license for the 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. By aggregating and offering pooled IP,
patent pools deliver efficiencies that reduce transactional costs for both IP
owners and licensees. The Via Licensing patent pools enable product
manufacturers to efficiently and transparently secure patent licenses for audio
coding, interactive television, digital radio, and wireless technologies. We
offer our patents related to AAC, AVC, HE-AAC, HEVC, and other IP through 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.
Dolby Voice: We enter into arrangements with audio and video conferencing
providers where, in return for licensing our IP and know-how, we earn revenue
based on access to our technology and services.
Products and Services
We design and manufacture audio and imaging products for the cinema, television,
broadcast, and entertainment industries. Distributed in 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 had also
sold and leased hardware that facilitated the Dolby conferencing experience.
During the first quarter of fiscal 2021, we decided to exit our conferencing
hardware business and shifted our focus towards expanding the availability of
Dolby Voice technology through software solutions and services.
Recently, we launched a developer platform, Dolby.io, that enables developers to
access our technologies through APIs. These offerings currently include media
processing APIs for analyzing and improving the sound of recorded audio files,
and interactivity APIs for enabling developers to embed enhanced communications
experiences within their applications. Over time, Dolby.io is intended 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.
                                      An integral hardware component of the 

Dolby Voice conferencing


           Dolby Conference Phone     solution that enhances full-room

voice capture, spatial voice


                                      separation, and playback.
                                      Video conferencing solution for 

huddle rooms and conference rooms

Dolby Voice Room           that combines a camera product with the Dolby Conference Phone and
Other                                 Dolby Voice technology.


                                      3-D glasses and kits, broadcast 

hardware and software used to encode,


           Other Products             transmit, and decode multiple 

channels of high quality audio for DTV


                                      and HDTV distribution, monitors, and accessibility solutions for
                                      hearing and visually impaired consumers, 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
In December 2019, a novel coronavirus disease was first reported and in January
2020, the World Health Organization ("WHO") declared it a Public Health
Emergency of International Concern. On March 11, 2020, the WHO characterized
COVID-19 as a pandemic.
COVID-19 has triggered worldwide shutdowns, job losses, and other disruptions
which in turn have negatively affected the global economy, including consumer
purchasing activity. Because Dolby technologies are featured in a wide array of
electronic products that are primarily purchased by consumers, our revenues have
been negatively affected by COVID-19. The issues and circumstances relating to
COVID-19 continue to change rapidly and are difficult to predict. We continue to
monitor the evolving situation and the impact on our business.
The outbreak of COVID-19 has also affected many of our partners, resulting in
the disruption of consumer products' supply chains and delays in shipments,
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 resulted in decreased
revenue pertaining to royalties on consumer devices and may cause delays in the
adoption of our technologies by partners.
The overall cinema market has been adversely impacted by COVID-19
shelter-in-place and social distancing mandates. 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. Though select cinema
locations have been permitted to resume operations, many such locations are
operating significantly below capacity. It remains uncertain when and where the
cinemas will be able to operate at full capacity.
At Dolby, we implemented work-from-home policies 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. Select 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, as well as the
readiness of our facilities to accommodate appropriate safety measures for our
employees.
We expect COVID-19 will continue to have an impact for the foreseeable future.
The degree of impact on our business will depend on several factors, such as the
full duration and the extent of the pandemic, 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 aim to drive revenue growth by broadening Dolby experiences to more types of
content, such as music and gaming, that can increase our value proposition in
our existing device categories and create opportunities in new device categories
that can accelerate adoption of our technologies. 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. The following are certain highlights from our
first quarter of fiscal 2021 and key challenges related to audio and imaging
licensing, by market.
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Broadcast


Highlights: We have an established global presence with respect to our DD+ and
HE-AAC audio technologies in broadcast services and devices. In recent years, we
have expanded our offerings in the broadcast market through the introduction of
newer technologies, including our Dolby Atmos and AC-4 audio technologies, Dolby
Vision, as well as AVC and HEVC imaging technologies which we license through
patent pools.
We partner with many TV OEMs around the world to enable Dolby Vision and Dolby
Atmos experiences within their TV lineups. Several of our existing partners,
such as LG, Sony, Panasonic, Skyworth, and TCL have continued to expand their
support of the combined Dolby Vision and Dolby Atmos experience by releasing new
models. For example, at CES in January 2021, Skyworth and TCL launched Dolby
Vision IQ in their TVs. Dolby Vision IQ automatically adjusts the TV picture
according to the surrounding light and the type of content being viewed,
creating an enhanced viewing experience. We continue expanding in international
markets, such as India, with partners such as OPPO and Flipkart.
Key Challenges: Our pursuit of growth and further adoption of our technologies
may be impacted by a number of factors. 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. We must continue to present compelling reasons for consumers
to demand our audio and imaging technologies, including ensuring that there is a
breadth of available content in our formats and such content is being widely
distributed. To the extent that OEMs do not incorporate our technologies in
current and future products, our revenue could be impacted.
Additionally, in the broadcast market, as well as other markets, we face
geopolitical challenges including changes in diplomatic and trade relationships,
trade protection measures, and import or export licensing requirements. Further,
COVID-19 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.
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 2021, Apple continued to
deepen their adoption of Dolby technologies from their support of the combined
Dolby Vision and Dolby Atmos experience on iPhone and iPad to now include the
AirPods Max, supporting the Dolby Atmos content experiences. Additional Dolby
Atmos-enabled mobile devices are available in the market from partners such as
Samsung, Amazon, Oppo, and Sony. In the first quarter of fiscal 2021, Tencent
Games announced that QQ Speed Mobile will be the first mobile game that supports
Dolby Atmos. Additionally, BT began delivering sports content in Dolby Atmos to
mobile devices via their BT Sports App. BiliBili, one of the largest video
sharing platforms in China, recently launched support for Dolby Atmos on their
platform.
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.
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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 our Dolby Atmos technology. AAC and HE-AAC technologies also
have broad adoption through our patent licensing programs. These home
entertainment devices can be paired with a growing array of Dolby enabled
content via OTT services and Blu-ray discs.
In the first quarter of fiscal 2021, the breadth of devices in the home
entertainment market supporting Dolby Atmos continued to expand, including the
latest soundbars in the market from partners like LG, JBL, and TCL. We also
expanded our presence in DMAs through the recent launch of the Roku Ultra, which
supports Dolby Vision and Dolby Atmos.
In addition, content available in Dolby Vision and Dolby Atmos continued to grow
in the first quarter of fiscal 2021, as many of our major streaming partners
like Netflix, Disney+, Apple TV+, and Amazon continued to enable more pieces of
content in Dolby Vision and Dolby Atmos during the quarter, which increases our
value proposition for higher adoption in more devices. Additionally this
quarter, HBO Max began to support content in the combined Dolby Vision and Dolby
Atmos experience. We have also expanded our global presence with Hotstar
supporting Dolby Vision within their Disney+ content in India, and Tencent and
iQiYi supporting Dolby Vision and Dolby Atmos in China.
We continue to focus on expanding the availability of Dolby technologies to new
devices and new forms of content such as music. In the first quarter of fiscal
2021, Anghami Plus became the first streaming service in the Middle East to
support Dolby Atmos music. Also in the first quarter of fiscal 2021, Amazon
Prime Video began to stream live sports in 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 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, and ASUS also support
Dolby Vision and Dolby Atmos. This quarter, we saw the adoption of Dolby Vision
and Dolby Atmos within PCs expand across use cases and international markets. At
CES in January 2021, Lenovo and ASUS launched new gaming PCs that support Dolby
technologies, and in India, Flipkart brought new Nokia PCs to market that
support the combined Dolby Vision and Dolby Atmos experience.
Key Challenges: PC revenues have been impacted by a decline in the portion of
PCs that have optical disc functionality in recent years, which has resulted in
a decline in our ASPs, and we expect this decline in ASPs to continue. If
declining conditions and trends persist, and OEMs do not incorporate our
technologies in current and future products, our PC revenues will face
continuing downward pressure. We must continuously collaborate and maintain our
key partnership relationships with PC manufacturers to incorporate our
technologies, and we must continue to support the development and distribution
of Dolby content via various ecosystems. Further, COVID-19 continues to cause
uncertainty about consumer demand for devices in the PC market, the ability of
our partners to manufacture such devices due to supply chain disruption, timing
of the adoption of our technologies into 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 and
streaming platforms for movie and television content. In the first quarter of
fiscal 2021, Microsoft launched their latest generation Xbox Series X and Series
S, which support Dolby Vision and Dolby Atmos. We also generate revenue from the
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automotive industry primarily through disc playback devices as well as other
elements of the entertainment system.
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. These factors may impact
our future revenues. If OEMs do not incorporate our technologies in current and
future products, our revenues 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 from the markets discussed above, we offer our audio and imaging
technologies to create Dolby experiences through Dolby Cinema.
Dolby Cinema
Highlights: We continued to expand our global presence for Dolby Cinema. In the
first quarter of fiscal 2021, the first Dolby Cinema was opened in Taiwan. At
the end of the first quarter of fiscal 2021, we had over 260 Dolby Cinema
locations established across 14 countries. The breadth of motion pictures for
Dolby Cinema continues to grow with over 300 theatrical titles in Dolby Vision
and Dolby Atmos having been announced or released from all the major studios.
Key Challenges: Although the premium large format market for the cinema industry
has been growing, Dolby Cinema competes with other existing offerings. Our
success depends on our partners and 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, and is likely to continue to have, 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,
shelter-in-place mandates and government-imposed social-distancing restrictions
has had, and is likely to continue to have, a negative impact on our
cinema-related revenues and consumer demand. Further, certain studios have
delayed the release of a number of new movie titles and/or are shifting towards
a direct-to-streaming model. It is uncertain whether consumer demand for the
cinema and other forms of indoor recreation will return to previous levels. In
addition, when cinemas reopen, exhibitor partners may operate fewer screens in
response to decreased attendance.
PRODUCTS AND SERVICES
A majority of our products and services revenues are derived from the sale of
audio and imaging products for the cinema, television, broadcast, communication,
and entertainment industries. Revenues from the sale of Dolby Conference Phones
and Dolby Voice Room, a business which we are exiting, are included in products
and services. Revenues from our recently launched developer platform are 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, post-production
facilities, and exhibitors. As of the first quarter of fiscal 2021, there are
over 6,000 Dolby Atmos screens installed or committed and over 1,800 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
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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, social
distancing requirements, and shelter-in-place mandates have had, and are likely
to continue to have, a negative impact on demand for cinema products and
services. COVID-19 has also negatively impacted the financial health of our
cinema customers and partners. If cinemas permanently close, our equipment may
be available for resale on the secondary market, and erode the demand for new
products. These conditions are likely to continue after the end of
government-imposed restrictions.
Dolby Voice
Highlights: Historically, we sold hardware products such as the Dolby Conference
Phone and the Dolby Voice Room, that included our Dolby Voice technology.
However, in the first quarter of fiscal 2021, we decided to exit our conference
hardware business and focus instead on expanding the availability of Dolby Voice
technology through software solutions and services.
Key Challenges: As we shift away from hardware solutions, we may face challenges
in how we expand our technologies to new offerings and solutions. Our success
will depend on our ability to attract a robust developer community and new
industry relationships as we to bring our services and technologies to market.
Other 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, which enables developers to access our
technologies through APIs. The initial offerings include media processing APIs
for analyzing and improving the sound of recorded audio files, and interactivity
APIs for enabling developers to embed enhanced communications experiences within
their applications.
Following the initial launch of Dolby.io, we have seen increased developer
engagement with our media and interactivity APIs for use cases such as
entertainment, online education and telehealth. For example, we have partnered
with SoundCloud to incorporate our music mastering APIs within their online
music distribution platform.
Key Challenges: Our success in this market will depend on the number of
developers we are able to attract, the volume of usage of the service, and our
ability to monetize our services. Although the market for online experiences has
been growing, Dolby's interactivity API technologies compete with other
offerings. In addition, our pursuit of growth and further adoption depends on
our ability to continue to innovate and add additional value to our services.
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CRITICAL ACCOUNTING POLICIES AND ESTIMATES
There have been no additional material changes to the critical accounting
policies from those included in our fiscal 2020 Annual Report on Form 10-K as
per Management's Discussion and Analysis of Financial Condition and Results of
Operations-Critical Accounting Policies and Estimates included therein.
RESULTS OF OPERATIONS
For each line item included on our interim condensed consolidated statements of
operations described and analyzed below, the significant factors identified as
the leading drivers contributing to the overall fluctuation are presented in
descending order of their impact on the overall change (from an absolute value
perspective). This discussion and analysis highlights comparisons of material
changes in the condensed consolidated financial statements for the quarters
ended December 25, 2020 and December 27, 2019. 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 associated fees.
                                  Fiscal Quarter Ended           Change
                               December 25,   December 27,
Licensing                          2020           2019           $        %
Revenue                          $373,005       $257,683     $115,322    45%
Percentage of total revenue        96%            88%
Cost of licensing                 12,946         12,342         604      5%
Gross margin                     360,059        245,341       114,718    47%
Gross margin percentage            97%            95%


Q1 2021 vs. Q1 2020
Factor                                           Revenue                                                 Gross Margin
                          Higher revenues from our patent licensing technologies, due to
Mobile              á     timing of contracts and increased adoption, and higher revenues
                          from recoveries
                          Higher revenues from recoveries, higher units and increased
Broadcast           á     adoption of our technologies, primarily in TVs, and higher
                          revenues from patent licensing technologies, partially offset
                          by lower unit shipments of STBs
CE                  á     Higher revenues from increased adoption of our

patent licensing ßà No significant fluctuations


                          technologies
                          Higher gaming revenue and higher patent administration fees
Other               á     from Via Licensing, partially offset by lower revenues from
                          Dolby Cinema resulting from the closure of cinemas and lower
                          attendance due to COVID-19

PC                  ßà    No significant fluctuations


Products and Services


  Products revenue is generated from the sale of audio, imaging, and voice
products for the cinema, television broadcast, communications, and consumer
products industries. Also included in products revenue are amounts relating to
certain Dolby Cinema arrangements that are considered sales-type leases that
involve fixed or minimum fees. Cost of products consists of materials, labor,
and manufacturing overhead, amortization of certain intangible assets, as well
as third party royalty obligations.
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  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 25,   December 27,
Products and Services                2020           2019              $         %
Revenue                            $16,869        $34,194         $(17,325)   (51)%
Percentage of total revenue           4%            12%
Cost of products and services       22,358         24,973          (2,615)    (10)%
Gross margin                       (5,489)         9,221          (14,710)    (160)%
Gross margin percentage             (33)%           27%


Q1 2021 vs. Q1 2020
Factor                                 Revenue                                          Gross Margin
                          Lower sales of cinema equipment
Products            â     attributable to COVID-19, and lower units       

â Lower margins due to less revenue from


                          of conferencing hardware products as a            

Dolby Cinema


                          result of winding down that business.
Services            ßà    No significant fluctuations                    

ßà No significant fluctuations




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 25,   December 27,
                                   2020           2019            $       %
Research and development         $63,772        $57,650         $6,122   11%
Percentage of total revenue        16%            20%


Q1 2021 vs. Q1 2020
Category                                                          Key Drivers

Taxes and Insurance                   á     A property tax credit recorded

in the prior year did not repeat


                                            in the current period


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 25,   December 27,
                                   2020           2019              $         %
Sales and marketing              $75,445        $95,118         $(19,673)   (21)%
Percentage of total revenue        19%            33%


Q1 2021 vs. Q1 2020
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Category                                                           Key Drivers

Marketing Programs                  â     Lower costs related to marketing programs and advertising


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 25,   December 27,
                                   2020           2019            $       %
General and administrative       $54,454        $52,529         $1,925   4%
Percentage of total revenue        14%            18%


Q1 2021 vs. Q1 2020
Category                                                      Key Drivers

Taxes and Insurance               á     A property tax credit recorded in

the prior year did not repeat in


                                        the current year
Legal, Professional, and          á     Higher costs associated with patent costs, outside legal counsel
Consulting                              costs, and compliance work


Gain on Sale of Assets
                                  Fiscal Quarter Ended                Change
                               December 25,   December 27,
                                   2020           2019              $         %
Gain on sale of assets          $(13,871)          $-           $(13,871)   (100)%
Percentage of total revenue        (4)%            -%


Q1 2021 vs. Q1 2020
In fiscal year 2019, management committed to a plan to sell a property, which
included land and a building, with a carrying value of $2.2 million as of
September 25, 2020. During the first quarter of fiscal 2021, we finalized the
sale of this property, and as a result, we recognized a gain of $13.9 million,
which was 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
Restructuring charges recorded as operating expenses in our statement 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 25,   December 27,
                                   2020           2019            $        %
Restructuring                    $10,023          $675          $9,348   1,385%
Percentage of total revenue         3%             -%


Q1 2021 vs. Q1 2020
Restructuring charges recorded in the fiscal quarter ended December 25, 2020 of
$8.8 million were incurred in relation to our fiscal 2021 plan to reduce certain
activities, such as exiting our conferencing hardware business, in order to
reallocate those resources towards higher priority investment areas, and
reducing the cost structure of our manufacturing operations. These costs
represented severance and other related benefits offered to approximately
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100 employees that were impacted by this action. 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/(losses) from foreign currency transactions,
derivative instruments, and sales of marketable securities from our investment
portfolio.
                                         Fiscal Quarter Ended               Change
                                      December 25,   December 27,
                                          2020           2019              $         %
       Other income                      $2,215         $5,864         $(3,649)    (62)%
       Percentage of total revenue         1%             2%


Q1 2021 vs. Q1 2020
Category                                                       Key Drivers
Interest Income                   â     Lower yields on current year 

investment balances due to decreased


                                        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 include changes in our
projected fiscal year results, recurring items such as tax rates and relative
income earned in foreign jurisdictions, as well as discrete items such as
changes to our uncertain tax positions that may occur in, but are not
necessarily consistent between, periods. For additional information related to
effective tax rates, see Note 12 "Income Taxes" to our unaudited interim
condensed consolidated financial statements.
                                 Fiscal Quarter Ended
                              December 25,   December 27,
                                  2020           2019
Provision for income taxes     $(24,272)       $(5,863)
Effective tax rate               14.5%          10.8%


Q1 2021 vs. Q1 2020
Factor                                                          Impact On Effective Tax Rate

Stock-based Compensation                     á         Lower benefit related to the settlement of stock-based awards
Foreign Operations                           á         Lower benefit from 

foreign earned income

Net (income)/loss attributable to controlling interest


                                                                    Fiscal Quarter Ended                         Change
                                                             December 25,         December 27,
                                                                 2020                 2019                  $              %

Net income/(loss) attributable to controlling interest $(7,492)

           $162               $(7,654)       (4,725)%
Percentage of total revenue                                      (2)%                  -%


Q1 2021 vs. Q1 2020
During 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 condensed consolidated statements of operations. The property was
51% owned by our controlling interest, therefore 51% of the gain recognized in
gain on sale of assets has been attributed to our 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 25, 2020, we had cash and cash equivalents of $1,110.0 million,
which mainly consisted of cash and highly-liquid money market funds. In
addition, we had short and long-term investments of $101.6 million, which
consisted primarily of municipal debt securities, certificates of deposit,
government bonds, commercial paper, corporate bonds, and U.S. agency securities.
The following table presents selected financial information as of December 25,
2020 and September 25, 2020 (amounts displayed are in thousands):
                                              December 25,   September 25,
                                                  2020            2020
Cash and cash equivalents                    $  1,110,024   $    1,071,876
Short-term investments                             52,261           46,948
Long-term investments                              49,337           52,149
Accounts receivable, net                          293,948          180,340

Accounts payable and accrued liabilities 263,884 232,591 Working capital

                                 1,408,252        1,280,087


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 2021 and additional information regarding our stock repurchase
program.
Stock Repurchase Program. Our stock repurchase program was approved in fiscal
2010, and since then we have completed approximately $1.9 billion of stock
repurchases under the program.
Quarterly Dividend Program. During the first quarter of fiscal 2015, we
initiated a recurring quarterly cash dividend program for our stockholders. For
fiscal 2021, quarterly dividends of $0.22 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
statement of cash flows, the significant factors identified as the leading
drivers contributing to the fluctuation are presented in descending order of
their impact relative to the overall change (amounts displayed in thousands).
Operating Activities
                                                   Fiscal Quarter Ended
                                               December 25,     December 27,
                                                   2020             2019

Net cash provided by operating activities $ 82,160 $ 31,159




Net cash provided by operating activities increased $51.0 million in the fiscal
quarter-to-date period ended December 25, 2020 as compared to the fiscal
quarter-to-date period ended December 27, 2019, primarily due to the following:
Factor                                                    Impact On Cash Flows
Net Income                        á        Higher net income, partially offset by lower expenses
Working Capital                   â        Lower inflows due to increased accounts receivable
Gain on Sale of Assets            â        Non-cash adjustment for the

gain recognized on the sale of


                                           property previously held for sale


Investing Activities
                                               Fiscal Quarter Ended
                                           December 25,   December 27,
                                               2020           2019

Net cash used in investing activities $ (1,499) $ (37,407)

Net cash used in investing activities was $35.9 million lower in the fiscal quarter-to-date period ended December 25, 2020 as compared to the fiscal quarter-to-date period ended December 27, 2019, primarily due to the following: Factor

                                                             Impact 

On Cash Flows


                                           á        Lower outflows for the purchase of marketable investment
Purchase of Investments                             securities
                                           â        Lower inflows from the sale and maturity of marketable investment
Proceeds from Investments                           securities

Sale of Assets                             á        Higher inflows for 

sale of property previously held for sale




Financing Activities
                                               Fiscal Quarter Ended
                                           December 25,   December 27,
                                               2020           2019

Net cash used in financing activities $ (46,340) $ (48,276)




Net cash used in financing activities was $1.9 million lower in the fiscal
quarter-to-date period ended December 25, 2020 as compared to the fiscal
quarter-to-date period ended December 27, 2019, primarily due to the following:
Factor                                                   Impact On Cash Flows
Common Stock Issuance            á        Higher inflows from employee stock option exercises
Share Repurchases                â        Higher outflows for common stock repurchases

Shares Repurchased for Tax â Higher outflows due to increased vesting of RSUs resulting in more Withholdings

                              shares withheld for taxes
Distribution to                  â        Higher outflows for distributions for controlling interest due to
Controlling Interest                      sale of property previously held 

for sale

Off-Balance Sheet Arrangements and Contractual Obligations Our liquidity is not dependent upon the use of off-balance sheet financing arrangements, and we have not entered into any arrangements that are expected to have a material effect on liquidity or the availability of capital


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resources. Since the end of our most recent fiscal year ended September 25,
2020, there have been no material changes in either our off-balance sheet
financing arrangements or contractual obligations outside the ordinary course of
business. For additional details regarding our contractual obligations, see Note
15 "Commitments and Contingencies" to our unaudited interim condensed
consolidated financial statements.
Indemnification Clauses
We are party to certain contractual agreements under which we have agreed to
provide indemnification of varying scope and duration to the other party
relating to our licensed IP. Historically, we have not made any payments for
these indemnification obligations and no amounts have been accrued in our
consolidated financial statements with respect to these obligations. Since the
terms and conditions of the indemnification clauses do not explicitly specify
our obligations, we are unable to reasonably estimate the maximum potential
exposure for which we could be liable. In addition, we have entered into
indemnification agreements with our officers, directors, and certain employees,
and our certificate of incorporation and bylaws contain similar indemnification
obligations. For additional details regarding indemnification clauses within our
contractual agreements, see Note 15 "Commitments and Contingencies" to our
unaudited interim condensed consolidated financial statements.
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