BUSINESS
Overview
Dolby Laboratories develops and delivers innovative products and
technologies that make the entertainment experience more realistic and immersive in theatres, homes, cars and elsewhere. Since Ray Dolby founded Dolby Laboratories nearly 40 years ago, we have been at the forefront of developing sound technologies
that enhance the entertainment experience for audiences and consumers. Our objective is to be an essential element in the best entertainment technology by delivering to both professionals and consumers innovative and enduring technologies that
enrich the entertainment experience. Our technologies are used in sound recording, distribution and playback to faithfully recreate the original audio experience and enable digital audio and surround sound in applications such as movie soundtracks,
DVDs, television, satellite and cable broadcasts, video games and personal computers. Our technologies have been adopted as standards throughout the entertainment industry. For example, virtually all major movie soundtracks throughout the world are
encoded using our technologies and virtually all DVD players incorporate our technologies.
Dolby Entertainment Chain
We deliver products, services and technologies throughout the entertainment chain, including to filmmakers, television producers, music producers, video game designers, movie distributors, cinema operators, DVD producers, television
broadcasters, software developers and manufacturers of consumer electronic products. We participate in every link in the entertainment chain through the products we manufacture, the production services we provide and the technologies we license. In
addition, the Dolby brand is recognized and used at each link in the chain.
Content creation
Our products and services help artists and content
producers create realistic and intense sound. Our technologies also help maintain sound quality while simultaneously enabling it to fit within the storage capacity and distribution limitations of the particular recording medium. Our products and
technologies have been used in the production of over 16,000 movies, tens of thousands of DVD titles and hundreds of video game titles worldwide.
Filmmakers use our proprietary encoding products and services during post-production to help ensure that their movie soundtracks are recorded properly and
will play back in theatres as the filmmaker envisions. Our encoders are used by filmmakers and studios in nearly 50 countries in making their movies. We do not sell encoders to filmmakers, but rather provide them for use in movie production under
our production services agreements. Our global presence enables us to work closely with filmmakers and studios throughout the world to help accurately capture the filmmakers vision on the recorded soundtrack. We have longstanding relationships
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with filmmakers and virtually all major motion picture studios. Dolby SR, an analog technology, and Dolby Digital are de facto industry standards in motion
picture production, meaning that virtually all major movie titles throughout the world are released with one or both soundtrack formats.
Television producers and broadcasters throughout the world purchase and use our professional encoders, decoders and processors to record and transmit both
recorded and live television programming with surround sound. Over 40 television shows are currently produced using Dolby encoding technologies. Examples of recorded television shows broadcast with Dolby technologies include HBOs
The
Sopranos
, ABCs
Desperate Housewives
, PBSs
Austin City Limits
and NBCs
American Dreams
. Examples of live programming broadcast with Dolby technologies include the Super Bowl, ABCs broadcast of
The
Academy Awards
, CBSs broadcast of
The Grammy Awards
, FOXs broadcast of
The NFL on FOX
, Athens Olympic Broadcastings broadcasts of certain events in the XXVIII Summer Games, Sat.1s (Germany) broadcast of
Champions League Football, ORFs (Austria) broadcast of the Vienna New Years Day concert and NHKs (Japan) broadcast of the Nodo Giman sing-along show.
With the advent of DVD technologies, music content is increasingly being produced in digital surround sound through the use
of our encoding products. In addition, with the proliferation of home theatre systems with surround sound capabilities, video game designers are increasingly using our encoding products to produce games with surround sound. Our technologies are used
to enhance the video game experience by making real-time sounds and cinematic clips more realistic and immersive, putting the player inside the action.
Distribution of content for large-scale playback
We sell products that modify optical recording equipment to allow the Dolby
Digital soundtrack from the film master to be recorded onto film prints for distribution to theatres worldwide. Film distributors use our engineering services to check prints for both sound and picture quality before distribution. Once the original
film has been completed, distributors use our products and services to create foreign language versions. This process essentially involves replacing the original dialogue with the local languages and is usually done in the local country. We also
license our trademarks to motion picture studios and distributors for placement in film prints and promotional materials, such as movie posters, to signify that a movie has been made utilizing our technologies.
Large-scale public playback
Cinema operators purchase and use our cinema processors, cinema adapters and
sound readers to decode movie soundtracks encoded in Dolby SR or Dolby Digital, delivering to audiences the high quality sound the filmmaker intended them to hear. We have sold over 73,000 cinema processors worldwide. Our cinema processors can
decode both analog and digital soundtracks on the film and separate the different sound channels for distribution to the specific speakers in the theatre. The sound characteristic and level of each loudspeaker are also vital elements of a
theatres sound system that are controlled by our cinema processors. We can also provide training, system design expertise and on-site technical expertise to cinema operators throughout the world to help them configure their theatres and sound
equipment to ensure that movie soundtracks are replayed with consistent high sound quality. Our engineers are often hired by the films distributor to check the calibration of a theatres sound system for important screenings, such as
premieres and press screenings. In addition, our engineers can help optimize a theatres on-screen image using specialized test equipment and expertise. Our cinema operator customers include virtually all major theatre chains in the world.
Consumer media production
Movies and other types of entertainment such as television programs are
often repackaged for viewing on DVDs. DVD producers purchase and use our professional encoders to encode the source audio on a DVD so that the soundtrack can be replayed as originally recorded on the master copy. Our digital audio coding
technologies enable sound to be stored efficiently within the limited storage capacity of the DVD, allowing high picture quality while saving space on the disc for foreign language soundtracks, directors commentaries and other bonus
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material. Dolby Digital is one of the two global standard formats, along with PCM, approved by the DVD Forum for encoding soundtracks on DVD-Video discs, and
as a result virtually all DVD players incorporate our Dolby Digital decoding technology.
Consumer media distribution
Just as we license film distributors the right to use the Dolby trademark on film prints and related promotional materials, we license motion picture studios and other DVD distributors the right to place the Dolby
trademark on packaging of their DVDs. This enables consumers to identify the sound format of a DVD, and the motion picture studios and other distributors of DVDs to inform consumers that a DVD soundtrack meets our quality standards. Over the years,
tens of thousands of DVD titles have been produced with Dolby Digital encoded soundtracks. Packaged media that incorporate our technologies, including video games and DVD-Audio, also generally carry our trademarks.
Broadcasters purchase and use our professional broadcasting products to
encode program content for television, cable and satellite broadcast transmissions to deliver to their audiences high quality surround sound. Our digital audio compression technologies also enable sound to be recorded and transmitted efficiently,
which is especially important in the broadcast industry because transmission bandwidth is limited. Our broadcasting products also can facilitate the editing and routing of surround sound in transmission facilities originally designed for stereo
audio. Our decoding and monitoring products help content creators evaluate accurately how their soundtracks will be reproduced in broadcast transmissions. Our sound engineers can provide training, broadcast system design expertise and on-site
technical expertise to broadcasters throughout the world. We also license the Dolby trademark to broadcasters who frequently include the Dolby trademarks in their broadcasts to signify that a program has been broadcast using our Dolby Surround or
Dolby Digital technologies.
Dolby Digital audio is the sound
format standard for digital terrestrial and cable television in North America. In addition, in Europe, Australia and Asia, broadcasters have the option of including Dolby Digital audio with their digital broadcasts services under the digital video
broadcasting or the Advanced Television Systems Committee standards.
Our broadcasting technologies have also been used in North America and Europe in connection with radio services that are delivered through satellite and cable systems.
Consumer playback
We license our surround sound decoding technologies to manufacturers of DVD players, DVD recorders, home theatre systems, television sets, set-top
boxes, video game consoles, portable audio and video players, personal computers, in-car entertainment systems and other consumer electronics products, as well as developers of software for personal computer software DVD players. Our licensees
manufacture and distribute consumer electronics products incorporating our technology throughout the world, and are located in nearly 30 countries. Software developers typically design personal computer software DVD players to include a variety of
sound capabilities, including basic stereo decoding, surround sound decoding and advanced rendering. In addition, we license our trademarks so that consumer electronics product manufacturers can indicate to consumers that their products meet the
quality standards we have set. To date, manufacturers of consumer electronics products have sold over 1.6 billion units that have incorporated our technologies. In some cases our licensees sell products that incorporate our technologies to other
manufacturers who incorporate these products in cars, personal computers or other products that are then sold to consumers. For example, we license our technology to manufacturers of in-car entertainment systems such as Alpine, Matsuhita and
Panasonic for use in cars manufactured by Aston-Martin, Jaguar, Volvo and others. In addition we license our technologies to personal computer software DVD player developers such as Cyberlink and InterVideo for use in personal computers manufactured
by Dell, IBM, Hewlett-Packard and others. In these cases, we typically have relationships with the manufacturers, who sell the products directly to consumers even if they are not our actual licensees.
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For many types of consumer electronics products, our technologies are included in explicit industry
standards, meaning that industry standards-setting bodies have mandated the inclusion of these technologies in a particular type of product. Examples include DVD-Audio players and Digital Radio Mondiale digital radio service for short wave radio
transmission worldwide, digital television receivers and set-top boxes in North America and high definition televisions in Australia. In addition, Dolby technologies are de facto industry standards in many consumer electronics products, meaning that
although not specifically mandated by an industry standards board, these technologies are nevertheless widely adopted for a particular type of product. For example, virtually all DVD players incorporate our Dolby Digital decoding technologies.
Key Dolby Strengths
We believe that the following key strengths uniquely position Dolby to
develop and deliver innovative technologies to both professionals and consumers to enrich the entertainment experience.
Our culture of innovation
Since our inception, we have been at the forefront in addressing technology challenges for the entertainment industry. We create and deliver practical
technology solutions for the entertainment industry that make a perceptible difference to audiences and consumers and have done so repeatedly throughout our nearly 40 year history. Our technologies are designed to provide outstanding quality while
addressing the limitations inherent in a playback environment, such as cost, size, storage capacity or transmission bandwidth, power availability and portability constraints. We have repeatedly developed technologies that meet the needs of the
ever-changing entertainment industry, and this has helped us develop, maintain and strengthen our relationships with a broad array of entertainment industry professionals. In the 1960s, we developed noise reduction technologies for use in
professional recording studios and for consumer playback of music cassettes. In the 1970s, we worked with filmmakers to develop surround sound for their films by modifying Dolby Stereo to add a surround channel, which was first used in
A
Star is Born
in 1976 and
Star Wars
in 1977. In the 1980s, we worked with consumer electronic product manufacturers to introduce surround sound in the home. In the 1990s, we worked with motion picture professionals to incorporate digital
sound in movies by developing Dolby Digital, which was first introduced in a major motion picture with
Batman Returns
in 1992. Also in the 1990s, we worked with movie studios to incorporate multi-channel surround sound on DVDs within the
limited space available for soundtracks, adapting Dolby Digital to accomplish this. As a result of our continuous innovation, Dolby Laboratories and our employees and products have received numerous industry awards related to our sound technologies.
Dolby Laboratories or its employees have been recognized six times by the Academy of Television Arts and Sciences. In addition, the Academy of Motion Picture Arts and Sciences has presented Dolby Laboratories or its employees nine Scientific and
Technical Awards, including one Oscar. We believe our track record of innovation is a good foundation for our ability to address future technology challenges and requirements for the entertainment industry.
Our longstanding relationships with industry participants throughout
the entertainment chain
We collaborate closely on a
global basis with entertainment industry participants throughout the entertainment chain, including filmmakers, music producers, broadcasters, video game designers, motion picture studios, DVD producers, manufacturers of consumer electronics
products and professional organizations and standards setting bodies. We work with virtually all major motion picture studios, and many of our relationships with professionals in the motion picture industry date back more than 30 years. In addition,
we have licensee relationships with approximately 500 consumer electronics product manufacturers, many dating back nearly 35 years. Our relationships with industry professionals at each link of the chain help us ensure that our products and
technologies are designed and used throughout the sound recording, distribution and playback processes to deliver consistent, high quality sound to audiences and consumers as the content creators intended. Our longstanding relationships also help us
determine our own product and technology development directions and play an important role in having our technologies adopted as industry standards.
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Adoption of our technologies as industry standards
Throughout our history, we have repeatedly introduced technologies that have
become industry standards in a wide range of entertainment industries and consumer electronics products. Industry standards can either be explicit when technologies are mandated by an industry standards-setting body, and de
facto when technologies are widely adopted even though not specifically mandated by a standards-setting body. Our technologies are worldwide explicit or de facto industry standards for many types of professional and consumer applications. For
example, Dolby Digital is one of the two global standard formats, along with PCM, or pulse code modulation, for encoding soundtracks on DVD-Video discs approved by the DVD Forum and, as a result, virtually all DVD players incorporate our Dolby
Digital decoding technology. In the motion picture industry, Dolby SR and Dolby Digital have become de facto industry standards, in that virtually all major movie soundtracks throughout the world are encoded using one or both of these technologies.
In broadcasting, Dolby Digital technologies have been selected as an explicit industry standard for terrestrial, or over-the-air, digital television in North America. Earlier examples of our industry standard technologies include: Dolby A, Dolby B
and Dolby SR noise reduction technologies, which we introduced in 1965, 1968 and 1986, respectively; Dolby Stereo and Pro Logic technologies, which we introduced in 1974 and 1987, respectively; and our Dolby Digital technologies, which we introduced
in 1991.
Our global market leadership
We have a broad, geographically diverse market
presence on both the professional and consumer sides of our business, and we believe we are the global market leader for the delivery of surround sound technologies for professional products, including cinema products, as well as for consumer
applications. Our professional products are distributed in over 50 countries, and we have sold over 73,000 cinema processors worldwide. Our products and technologies have been used in the production of over 16,000 movies, tens of thousands of DVD
titles and hundreds of video game titles worldwide. Virtually all movies made by major studios include soundtracks encoded with Dolby SR or Dolby Digital technologies. In addition, over 40 television shows are currently produced using our sound
encoding technologies. We license our sound technologies to approximately 500 consumer electronics product manufacturers in nearly 30 countries, and over 1.6 billion consumer electronics product units sold worldwide have incorporated our licensed
technologies, including over 500 million consumer electronics product units since the beginning of fiscal 2002. Our Dolby Digital technologies alone have been incorporated in over 240 million DVD players and in over 50 million audio/video receivers
and set-top boxes. We believe the large installed base of consumer electronics products with our surround sound capabilities ensures that content creators will continue to use our technologies to encode audio for their DVD, broadcast, video game and
Internet entertainment.
Our neutrality
We do not align ourselves exclusively with any
studio, manufacturer or other participant in the entertainment industry. We believe our neutrality encourages filmmakers, motion picture studios, broadcasters, film distributors, cinema operators, home media companies and consumer electronics
product manufacturers to adopt our technologies more readily than if we had preferred relationships with other companies that these entities may compete against. We believe that our neutrality has helped us become a trusted participant in the
entertainment industry, promoting the adoption of our technologies and enabling us to maintain strong relationships with a variety of companies that often compete against one another. For example, motion picture studios and cinema operators often
call on our expertise to resolve technical problems between them, in part because we are not aligned primarily with either industry. We believe that our neutrality also helps us license our technologies to a broad range of consumer electronics
product manufacturers because they do not face us as a competitor in their markets, nor are we aligned with their competitors.
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The strength of our brand
We believe the Dolby brand is recognized globally and is synonymous with quality, excellence and innovation for content
producers, consumer electronics product manufacturers and consumers alike. We also believe that a number of factors, including our history of developing and delivering innovative technology solutions, our commitment to quality and superior customer
service, our broad, deep and long-standing industry relationships, and our broad market presence all contribute to the strength of our brand. Even though not required by contract to do so, our customers put the Dolby trademarks on their movie
prints, posters, promotional materials, broadcasts, DVD packaging and consumer electronics products, demonstrating their belief that audiences and consumers associate the Dolby brand with qualities that help differentiate and sell their products.
Our high quality management team and employee base
Over the years, Ray Dolby, our founder, has assembled
a strong, experienced management team that is focused on developing innovative and enduring technologies for the entertainment industry. In addition, we have a highly skilled engineering team with technical knowledge in a broad range of scientific
disciplines. Many members of our management team and employee base have been with Dolby Laboratories for over 20 years. During this time, members of our management and engineering teams have developed many strong, long-term relationships with
industry professionals throughout the entertainment chain, including filmmakers, motion picture studios, broadcasters, film distributors, cinema operators, home media companies, manufacturers of a broad array of consumer electronic products and
software developers. Members of our management team and engineers also participate in professional organizations and industry standards bodies throughout the world.
Our Strategy
Our objective is to be an essential element in the best entertainment technology. We intend to capitalize on our innovative culture, our strong industry
relationships, our global market presence and our strong brand to continue developing and delivering innovative, enduring technologies for both professionals and consumers that help make entertainment more realistic, intense and immersive in
theatres, at home, in cars and elsewhere. Key elements of our strategy include:
Expanding markets for surround sound
Dolby Stereo, Dolby Surround and Dolby Digital have created a consumer expectation for surround sound in high-quality entertainment. We intend to continue to promote the expansion of markets for surround sound. In
addition to home theatre systems, we are promoting the continued adoption of our surround sound technologies in video game consoles, personal audio and video players, personal computers, in-car entertainment systems and other consumer electronics
products. We also believe that the large and growing installed base of surround sound systems offers attractive opportunities for content providers to deliver surround sound in new applications, regardless of whether the content is played back from
a recording, such as a DVD, broadcast by television, satellite or cable, or streamed over the Internet. In particular, we intend to broaden our presence in the broadcast industry, as this industry increasingly produces live and recorded programming
in surround sound. As the entertainment industry increasingly delivers content directly to consumers over broadband networks, we are working with content providers to include surround sound technologies in their Internet entertainment, including
audio-only entertainment, movie downloads and on-line games.
Continuing to address the needs of industry professionals
We believe that technology innovations for entertainment will likely continue to be adopted first for professional use as filmmakers, music producers, broadcasters and video game designers look for ways to excite
their audiences. We intend to continue to collaborate with industry professionals at each link in the entertainment chain to develop new technologies that facilitate and improve content recording, distribution and playback. Our professional-level
technology solutions often have applicability to the consumer arena. When they do, we intend
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to continue to adapt these technologies for use in consumer applications. Our noise reduction, surround sound and digital audio technologies were all
initially developed for professional use and later adapted for use in consumer electronics products. We believe that our success in developing technologies for professional use contributes greatly to the capabilities and attractiveness of our
technologies in the consumer arena and also to the strength of our brand. We also believe that the use of our technologies by professionals in the creation and distribution of content creates demand for the adoption of our technologies for use in
consumer applications.
Developing system solutions for
digital cinema
The cinema industry is in the early
stages of adopting digital cinema, an all digital medium for the distribution and exhibition of movies. Digital cinema offers the industry possible means to achieve substantial cost savings in printing and distributing movies, to combat piracy and
to enable movies to be played repeatedly without degradation in image or sound quality. We are committed to this transition, and we believe that our experience and expertise in providing technology solutions for both the motion picture and broadcast
industries position us well to develop and deliver sound and image technologies for digital cinema. Motion picture studios currently use our digital cinema mastering services at our facilities in Southern California to prepare movies for digital
release, and filmmakers can review sound and image quality in our digital cinema screening rooms. In addition, our engineers assist motion picture studios and cinema operators with distributing and presenting digital movies, from site surveys and
equipment installations to content loading and verification. Regardless of how quickly digital cinema is adopted, we believe that digital cinema also provides opportunities for the development of innovations to enhance the theatrical experience
further, innovations that may also have applicability to broadcasting and the consumer arena.
Developing technologies for the entertainment industry beyond sound
We believe that our long history of developing innovative technology solutions for the entertainment industry and our well-established relationships with
industry participants provide us with opportunities to deliver technology solutions in areas beyond sound. In recent years we have expanded our business to offer technologies to facilitate delivery of digital entertainment, including digital cinema
technologies for processing digital moving images and content protection. We intend to apply the technologies for digital cinema to the broadcast and consumer arenas, as we believe they have the potential to provide significant benefits beyond the
motion picture industry. In addition, we are exploring other areas where we may be able to develop and deliver technologies that enrich the entertainment experience, including technologies for home networking and wireless connectivity and
technologies that facilitate ease of use of products and product features.
Continuing to promote adoption of our technologies as industry standards
We believe that the entertainment industry evolves toward an improved entertainment experience through the adoption of global technical standards, and we
intend to continue to actively seek to have our technologies adopted as industry standards. We intend to continue to develop, maintain and strengthen our relationships with a broad spectrum of entertainment industry participants, professional
organizations and standards-setting bodies throughout the world to help guide the development of new industry standards, as well as the direction of our own technologies to meet those standards. When appropriate, we intend to continue to be active
in standards-setting bodies. We also intend to maintain our neutrality and not align ourselves exclusively with other industry participants in order to facilitate the adoption of our technologies as industry standards.
Building on the strength of the Dolby brand
We intend to continue to enhance and build on the strength of the Dolby
brand and our reputation as a trusted provider of entertainment technologies for professional and consumer applications. We actively encourage our customers to place our trademarks on their products. In particular, we provide marketing materials
such as posters, trailers and plaques to cinema operators for exhibition in their theatres to help them promote the quality of experience that is associated with our brand. We also have been working with personal
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computer and car manufacturers to incorporate our technologies in and display our trademark on their personal computers and in-car entertainment systems. The
inclusion of the Dolby trademark on a product informs audiences and consumers that the product incorporates our technologies and meets our quality standards, and we believe this helps manufacturers sell their products. We intend to continue to
increase the use of our trademarks throughout the entertainment chain so that entertainment industry professionals and consumers alike will know that we have helped ensure consistent quality as content moves through the chain. We believe that the
strength of our brand in the entertainment industry also assists us in expanding our business to include technologies that are not solely related to sound. For example, we believe that the likelihood of succeeding with our digital cinema initiative
is increased because the Dolby brand is already well known and well respected in the motion picture industry, as is our history of delivering innovative, yet practical, solutions in response to technology challenges.
Industry Background
The global entertainment industry is in the midst of a transition from analog to digital technologies. Advancements in
digital entertainment technologies have led to enhanced consumer entertainment experiences through higher fidelity sound; more dynamic sound effects; discrete surround sound; higher resolution video images; smaller file sizes and reduced storage
costs; greater portability; simpler, faster and higher capacity means to distribute content; and greater interoperability across a variety of playback devices. New digital media formats and products, such as DVD players, DVD recorders, HDTV, digital
cable and personal computer-based video, music and game systems, have been introduced over the past several years. These technological advances have affected a broad range of entertainment formats, including movies, broadcasts, music, video games,
personal computers and personal audio and video players, as well as a wide variety of playback environments, including theatres, homes and automobiles.
Consumers are helping to drive the transition to digital entertainment through their rapid adoption of new digital consumer electronics products that
allow them to play back audio and video in their homes, cars and elsewhere. Growth in sales of digital-based consumer electronics products has increased significantly in recent years. For example, according to the December 2004 report
Worldwide and U.S. DVD Player 2004-2008 Forecast and Analysis and the December 2001 report Worldwide and U.S. DVD Player Market Forecast, 2000-2005 of independent market research firm International Data Corporation, or IDC,
worldwide DVD player shipments increased from approximately 13.5 million in 2000 to approximately 89.9 million in 2003, resulting in a compound annual growth rate of approximately 88%. This growth in sales of digital-based consumer electronics
products has coincided with increased consumer spending on electronic entertainment generally. According to the Consumer Electronics Association, or CEA, the average annual spending on consumer electronics per household in the United States has
increased from approximately $600 in 1990 to approximately $1,100 in 2003. CEA defines consumer electronics to include consumer video products, home audio products and computers, peripherals and software, as well as video game hardware and software,
portable audio products, mobile electronics, telephone and home office products, and blank media and accessories.
Traditional Analog Entertainment
All recorded and broadcast soundmovie soundtracks, phonograph records, radio and TVwas originally delivered in a single-channel, or mono,
format. Then, in the early 1950s, multichannel, or stereophonic, film sound was introduced in cinemas by means of a costly new magnetic soundtrack technology. This was followed in 1958 by the introduction to consumers of two-channel stereo via LP
phonograph records. FM and television broadcasting, and later videocassettes, ultimately followed suit with two-channel stereo, which became the standard for home entertainment media.
In the mid-1960s through the early 1990s, we introduced analog noise reduction technologies that improved the fidelity of
master tapes used in the making of phonograph records. Our noise reduction technologies also enabled high-quality professional multitrack music recording and helped turn the audio tape cassette into a high-
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fidelity medium. In the mid 1970s, we also applied noise reduction and other technologies to movie soundtracks, enabling a practical four-channel surround
sound format for cinemas that soon became virtually standard worldwide. These same technologies brought surround sound into the home in the early 1980s via specially encoded stereo video cassettes and TV broadcasts, creating a new category of
consumer entertainment product, home theatre.
Evolution
to Digital Entertainment
In 1982, the consumer
music-listening experience was revolutionized by digital audio technology with the introduction of the compact disc, or CD. The CD brought higher audio quality, virtual immunity to wear and tear and other advantages that underscored the limitations
of analog audio technology, as refined as it had become. The CD soon overtook analog phonograph records and audio cassettes, and spurred the conversion of other entertainment media from analog to digital, beginning with motion picture sound.
In 1991, we introduced a digital film sound format that
provides high-quality sound delivered via five separate, full-range audio channels: left, center and right front channels; independent left and right surround channels; and a sixth channel for low-frequency effects, often referred to as the
.1 channel. Dolby Digital 5.1 surround enabled filmmakers and cinema operators to deliver a more dramatic and involving entertainment experience, such that today virtually all major film studios worldwide release their feature films with
5.1 digital soundtracks, and most major cinema operators have installed digital surround sound playback systems.
The 5.1-channel digital revolution then spread to consumer video and home theatre via the DVD-Video disc, for which Dolby Digital is one of two global
standard formats, the other being PCM, approved by the DVD Forum for encoding soundtracks on DVD-Video discs. DVD-Video was adopted by consumers in part because of the rich, realistic home theatre experience provided by its high-quality picture and
5.1 surround sound. And today the digital revolution, complete with Dolby Digital 5.1 surround sound, has spread to digital television, digital cable, and direct broadcast satellite as well.
The transition to digital technologies for the motion picture industry is now
going beyond sound. The cinema industry is in the early stages of transitioning to digital cinema, where movies can be distributed and exhibited in an all digital format. Digital cinema delivers higher resolution images and enables movies to be
played repeatedly without degradation in image or sound quality. Digital cinema also offers the motion picture industry a possible means to achieve substantial cost savings by eliminating the need to physically print and distribute multiple reels of
celluloid film for each movie, as digital movies can be distributed to cinemas by satellite broadcast. Digital cinema also may offer means to combat piracy through watermarking, interference and other techniques. Digital cinema is in the early
stages of adoption, but it is expected that many cinema operators will adopt digital cinema technologies both for their newly constructed theatres as well as for retrofitting their existing theatres.
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Consumers at home in recent years have also been seeking an immersive entertainment experience similar to
the cinema. The commercialization of the DVD in 1997, which provides a feature-rich media format with high image picture quality and 5.1 digital audio soundtracks, helps deliver to consumers a cinematic experience in their homes. In the 1990s and
early 2000s, movies and other content became widely available on DVDs. DVD players quickly supplanted VCRs as the preferred home video player, with annual sales for DVDs surpassing videocassettes in 2001, helped in part by the ever decreasing prices
of DVD players. More recently, there has been widespread adoption of digital-based home theatre systems. According to its December 2004 report, Worldwide and U.S. DVD Player 2004-2008 Forecast and Analysis, IDC expects worldwide DVD
player shipments to grow at a compound annual growth rate of 16.4% from 2003 through 2008, with such growth coming primarily from DVD recorders, home-theatre-in-a-box systems and portable DVD players. The following chart details IDCs estimates
of total DVD player shipments worldwide through 2008.
The large installed base of
digital-based home theatre systems with surround sound capabilities also enables television broadcasters to offer to a large audience programming with digital audio that is comparable to or exceeds the quality available on DVDs. As a result,
broadcasters can compete more effectively with DVD entertainment. Through digital cable and digital satellite television systems, broadcasters can deliver consumers improved image quality as well as digital audio surround sound, enabling audiences
to experience a more realistic, immersive broadcast entertainment through their home theatre systems. Broadcasters, including ABC, CBS, ESPN, FOX, HBO, NBC and Showtime, currently offer high-definition video or surround sound for selected
programming.
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Governments worldwide are playing an important role in driving digital broadcasting by mandating that
broadcasters transition to digital signals. Currently, all local terrestrial television stations in the United States are supposed to broadcast with digital signals. According to IDCs May 2004 report, Worldwide and U.S. Digital TV
2004-2008 Forecast, there are approximately 275 million television sets in the United States, 9.2 million of which are digital. International markets are also planning to convert television signals to digital, although many are converting at a
pace slower than the United States. For instance, analog broadcasts are expected to end by 2008 in Germany and 2012 in the United Kingdom. The following chart details IDCs estimates of Digital TV shipments worldwide through 2008.
An important factor driving the
adoption of digital technologies for multimedia applications has been the proliferation of the personal computer. The affordability of personal computers, coupled with increases in processing power, functionality and storage, have enabled personal
computers to become powerful and versatile multimedia devices. In recent years, people have increasingly used their computers to listen to music, view movies, play games and download content. In its March 2004 report, U.S. Home Networking
2004-2008 Forecast, IDC estimates that the number of households that have personal computers that store multimedia files and that are accessed by televisions, stereos or other devices will grow by over 70% in 2004 and is expected to be in more
than 10 million households in 2008. Personal computers can provide centralized management of DVDs, CDs, MP3s and other digital content. The following chart details IDCs estimates of DVD drive shipments for personal computers worldwide through
2008.
In addition, video game designers
are incorporating surround sound technologies into their games to create a more immersive entertainment experience through the connection of the game console with a surround sound
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system. Video game designers who currently incorporate surround sound formats in their games include Electronic Arts, Microsoft Game Studio, Nintendo and
SCEA. In addition, manufacturers of video game consoles have configured their consoles with outputs that enable consumers to enjoy their video games in surround sound.
The market for digital entertainment applications for use in factory installed automobile sound systems is also growing.
Opportunities for entertainment technologies in this market include upgrading sound systems through the incorporation of satellite radio, digital audio and surround sound technologies, taking advantage of the multiple audio speakers already found in
most cars, as well as additional growth and improvement in rear seat DVD entertainment systems. Currently Acura, Aston Martin, Cadillac, Infiniti, Maybach, Toyota and Volvo offer surround sound systems in some of their models, and many manufacturers
already feature rear seat DVD entertainment systems as an option in some of their models, such as minivans or SUVs. Furthermore, manufacturers of factory installed entertainment systems such as Alpine, Eclipse, Kenwood, Panasonic and Pioneer also
offer aftermarket multimedia systems for existing vehicle upgrades. According to Arbitrons 2003 National In-Car Study, Americans report spending an average of 15 hours a week in their cars, either as a driver or a passenger. In addition,
Arbitron reports that 39% of Americans say they are spending more time in their cars than one year ago. We believe that, as consumers spend more time in their cars, they will be more likely to seek high quality entertainment experiences for this
environment.
How We Derive Revenue
We conduct our business in two segments: selling professional products and
related production services and licensing our technologies to manufacturers of consumer electronics products and software developers.
In our products and services segment, we design, manufacture and distribute audio products for the motion picture, broadcast, music and video game
industries to improve sound quality, provide surround sound and increase the efficiency of sound storage and distribution. The majority of our professional product revenue is derived from sales of cinema processors, which theatres use to decode
digital and analog film soundtracks that have been encoded using Dolby SR or Dolby Digital technologies. Our sound engineers work alongside filmmakers, television broadcasters, music producers and video game designers to help them use our products
to create and reproduce the sound they envision. Our sound engineers provide training, system design expertise and on-site technical expertise to cinema operators to help them configure their theatres and sound equipment to ensure that movie
soundtracks are replayed with consistent high sound quality. In fiscal 2002, 2003 and 2004, our professional products and services revenue represented 34%, 27% and 27% of our total revenue, respectively.
In our technology licensing segment, we license our technologies to
manufacturers of DVD players, DVD recorders, audio/video receivers, television sets, set-top boxes, video game consoles, personal audio and video players, personal computers, in-car entertainment systems and other consumer electronics products, as
well as to developers of software for personal computer software DVD players. Our licensing arrangements typically entitle us to receive a specified royalty for every consumer electronics product shipped by our licensees that incorporates our
technologies. In fiscal 2002, 2003 and 2004, our licensing revenue represented 66%, 73% and 73% of our total revenue, respectively.
See Note 8 of the Notes to Consolidated Financial Statements for revenue by geographic location.
76
Technology
Our core technologies are signal processing systems that improve basic sound quality or enable surround sound in movie soundtracks, DVDs, video games,
television, satellite and cable broadcasts, and audio and videotapes. Many of our technologies are incorporated into professional audio products that we manufacture, including cinema sound processors and digital audio encoders and decoders. These
products are used worldwide in recording and postproduction studios, broadcast facilities and theatres. We also license our technologies to manufacturers of consumer electronics products for incorporation into their products, including DVD players,
audio/video receivers, television sets, set-top boxes, video game consoles, personal audio players, personal computers, in-car entertainment systems and other consumer electronics products.
Film Sound
The following table describes our film sound technologies:
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|
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|
Technology
|
|
Date First
Publicly
Introduced
|
|
First Feature
Film To Use
Technology
|
|
Description/Use
|
|
Dolby System
(mono)
|
|
February 1972
|
|
Callan
, 1974
|
|
The first use of Dolby A-type noise reduction on analog optical film soundtracks. This technology increased the frequency response, lowered the noise level and lowered
distortion.
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|
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|
Dolby Stereo
|
|
November
1974
|
|
Tommy,
1975
|
|
Our original multi-channel analog optical soundtrack. Dolby Stereo prints have two soundtracks encoded with four sound channels: left, center and right for speakers behind the screen, and a
fourth surround channel for ambient sound and special effects heard over speakers to the sides and rear of the cinema (added for
A Star Is Born
in 1976 and
Star Wars
in 1977). This format also uses Dolby A-type noise reduction to
improve the fidelity of the optical track. The Dolby Stereo track was designed so that the print could be played in any theatre in the world that processes 35 mm film, even if the theatre did not have our decoding equipment.
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Dolby SR
|
|
March 1986
|
|
Innerspace
and
Robocop
, 1987
|
|
Enhancement to Dolby Stereo, utilizing Dolby SR signal processing instead of A-type noise reduction. Dolby SR soundtracks feature a significantly improved dynamic range, and are found today
on almost all major 35 mm release prints.
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|
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|
Dolby Digital
(for cinema)
|
|
February 1991
|
|
Batman Returns
, 1992
|
|
Features a digital optical soundtrack located between the sprocket holes on one side of 35 mm release prints. Dolby Digital provides 5.1 digital audio surround sound. A Dolby Digital print
also carries a Dolby SR analog soundtrack to make the print compatible with any theatre in the world that processes 35 mm film, even if it does not have Dolby Digital decoding equipment.
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Dolby Digital Surround EX
|
|
October 1998
|
|
Star Wars: Episode 1The Phantom Menace
, 1999
|
|
Adds a third surround channel to the Dolby Digital format. The third channel is reproduced by rear-wall surround speakers, while the left and right surround channels are reproduced by
speakers on the side walls.
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77
Digital Audio Coding
We have developed digital audio coding technologies for use in a wide range of entertainment industries. Based on research
into the characteristics of human hearing, the sophisticated algorithms used in our digital audio technologies make it possible to store or transmit digital audio using less data than would otherwise be necessary, without noticeable loss of sound
quality. The following table describes the digital audio coding technologies that we use or license:
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|
Technology
|
|
Date First
Publicly
Introduced
|
|
Description/Use
|
|
Dolby AC-2
|
|
October 1989
|
|
Provides professional audio quality digital sound using less data and lower bandwidth, reducing the data capacity required in applications such as satellite and terrestrial
transmissions.
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Dolby Digital
(AC-3)
|
|
February 1991
|
|
Used to provide surround sound in theatres from 35 mm film, and in the home from DVDs, digital broadcast television, cable and satellite systems, and laser discs. Enables the storage and
transmission of up to five full-range audio channels, plus a low-frequency effects channel, using less data bandwidth than is required for just one channel of music on a compact disc.
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|
MLP Lossless
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|
June 1998
|
|
A lossless coding system specified for DVD-Audio that compacts data with bit-for-bit accuracy. MLP, or Meridian Lossless Packing, effectively doubles disc space without affecting
the quality of high-resolution PCM audio.
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|
Dolby E
|
|
April 1999
|
|
A professional digital audio coding system developed to assist the conversion of two-channel broadcast facilities to multi-channel audio.
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|
|
|
|
Advanced Audio Coding
(AAC)
|
|
January 2001
|
|
A high-quality audio coding technology appropriate for many broadcast and electronic music-distribution applications. Dolby Laboratories was one of the four developers of this technology.
Although we have developed versions of AAC technology that also incorporate our proprietary technologies, we generally participate in licensing of AAC technology through patent pools comprised of groups of patents held by us and other companies and
administered by Via Licensing, one of our wholly-owned subsidiaries. See Technology Licensing Segment for a further description of our patent pool licensing activities through Via Licensing.
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|
Dolby Digital Plus
|
|
October 2004
|
|
Dolby Digital Plus is a new digital audio coding technology, built as an extension to Dolby Digital technologies. With the addition of new coding techniques and an expanded bitstream
structure, Dolby Digital Plus offers greater efficiency for lower bitrates, as well as the option for more channels and higher bitrates. Dolby Digital Plus can support a wide range of current and emerging applications such as digital television,
Internet delivered audio for interactive programs and high definition video disc formats. Dolby Digital Plus is compatible with all existing Dolby Digital-equipped audio/video receivers.
|
78
Analog Signal Processing Technologies
The following table describes our analog signal processing technologies,
including our noise reduction technologies:
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|
|
|
|
|
|
Technology
|
|
Date First
Publicly
Introduced
|
|
Description/Use
|
|
A-type
Noise Reduction
|
|
May 1966
|
|
Used by professional recording studios and film studios to improve master tape and film sound.
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|
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|
B-type and C-type
Noise Reduction
|
|
B-type:
June
1968
C-type:
October 1980
|
|
Designed for consumer tape recording and playback to reduce background noise. B-type is included in cassette recorders and players designed for use in home audio systems, and is also used in the
preparation of almost all prerecorded cassettes. C-type is included along with B-type in many mid-price cassette units designed for use in home audio systems.
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HX Pro
|
|
January 1982
|
|
A technology for improving the ability of cassette tapes to record high-level, high frequency signals.
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|
|
|
|
|
Spectral Recording
(SR)
|
|
March 1986
|
|
Extends the overall dynamic range of analog media to rival that of digital formats. The analog soundtracks on virtually all 35 mm movie release prints from major motion picture studios worldwide
are recorded with Dolby SR.
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|
|
|
|
|
S-type Noise
Reduction
|
|
October 1989
|
|
Our highest-performance system for analog cassette recording. It is included, along with B- and C-type noise reduction, in many mid-range to high-end cassette decks designed for use in home
audio systems.
|
Consumer
Surround Sound
The following table describes our
consumer surround sound technologies:
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|
Technology
|
|
Date First
Publicly
Introduced
|
|
Description/Use
|
|
Dolby Surround
|
|
December 1982
|
|
The consumer version of our original analog film surround sound format. When a Dolby Surround soundtrack is produced, four channels of audio informationleft, center, right and
surroundare encoded onto two audio tracks. These two tracks are then carried on stereo programs such as videotapes and television broadcasts into the home, where they can be decoded to recreate the original four channels and the surround sound
experience. Thousands of feature films on home video, as well as dozens of television shows and specials, are encoded in Dolby Surround.
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|
|
Dolby Surround
Pro Logic
|
|
January 1987
|
|
An improved decoder for Dolby Surround. Like the professional decoder units used in cinemas, Dolby Surround Pro Logic reconstructs the original four channelsleft, center, right and
surroundthat were encoded onto the program materials two channel soundtracks.
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|
|
|
|
|
Dolby Digital
(
for consumer
electronics
products
)
|
|
August 1992
|
|
Technologies for digital audio encoding and decoding of consumer formats such as DVDs and DTV. As with film sound, Dolby Digital can provide up to five full-range channels for left, center and
right channels and independent left and right surround channels, and a sixth channel for low-frequency effects.
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79
|
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|
|
Technology
|
|
Date First
Publicly
Introduced
|
|
Description/Use
|
|
Virtual Dolby
Surround and
Virtual Dolby
Digital
|
|
January 1997
|
|
Enables a surround-sound experience using just two speakers in, for example, a stereo-capable TV set or other two channel playback system.
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|
|
Dolby Headphone
|
|
January 2000
|
|
A signal processing system that enables conventional stereo headphones to portray the sound of a multispeaker surround sound system found in actual listening rooms.
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|
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|
Dolby Surround
Pro Logic II
|
|
April 2001
|
|
A further improved decoding technology that provides better spatiality and directionality on Dolby Surround program material.
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|
|
Dolby Virtual
Speaker
|
|
October 2002
|
|
Simulates 5.1 surround sound from both multi-channel and two channel programs over as few as two speakers.
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Content
Protection Technologies
We intend to offer content
protection technologies and services to the entertainment industry under the Cinea brand name. The following table describes our content protection technologies:
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|
Technology
|
|
Description/Use
|
|
Closed-Loop Key Management
|
|
Manages keys used for encrypting and decrypting content through automatic key generation, secure key transport, recipient authentication and validation, and auditing and logging feedback
allowing for the detection of tampering.
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|
Forensic Watermarking
|
|
Deters piracy by enabling content owners to track pirated material back to its source by placing identifying data in copyrighted material. Our patented watermarking technologies determine
mark placement, message creation and insertion while preserving image quality.
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|
Optical Technology
|
|
Inhibits movie piracy by degrading the quality of images made by hand-held camcorders in the theatre. Our optical technologies are designed to modulate light to create flicker patterns, which
are embedded in the image, ultimately distorting the camcorder recording without impacting the audience.
|
Products and Services Segment
Professional Products
We design and manufacture professional audio products for a broad array of
entertainment industries, including the motion picture, music, video game, home video and broadcast industries. Our professional products, which are distributed in over 50 countries, are used in content creation, distribution and playback to provide
surround sound, improve sound quality and increase the efficiency of sound storage and distribution. We manufacture our professional products in our two manufacturing facilities, located in Brisbane, California and Wootton Bassett, England.
Content creators, distributors and
broadcasters.
Filmmakers, music producers, video game designers, broadcasters and DVD producers use our professional products to produce and distribute entertainment incorporating our sound technologies. We typically enter
into service agreements with motion picture studios or filmmakers in connection with the production of a particular film. Under these agreements, we provide our encoders to the studio for use during sound mixing, enabling them to create films with
Dolby soundtracks using
80
our proprietary technologies. We sell products to the digital television, music, video game and home video industries. The professional products used by
these content creators and distributors include the following:
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|
Product Category
|
|
|
|
Products
|
|
Description/Use
|
|
Dolby Digital
|
|
|
|
·
DP569 Multi-channel Encoder
|
|
Utilized to encode and decode multi-channel audio in a variety of media, including cinema sound, DVDs, DTV, HDTV, music, video games and digital radio.
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·
DP564 Multi-channel Audio Decoder
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·
Surround EX Encoder
|
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·
Surround EX Decoder
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·
DP570 Multi-channel Audio Tool
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|
Dolby E
|
|
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|
·
DP571 Encoder
|
|
Developed for DTV and HDTV program producers and broadcasters. Enables the distribution of up to eight channels of high-quality digital audio plus Dolby Digital metadata
high-level descriptive information about the audio, video and other elements of a stored or transmitted entertainment program through two-channel postproduction and broadcasting infrastructures.
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·
DP572 Decoder
|
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|
·
DP570 Multi-channel Audio
Tool
|
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|
|
Test and Measurement
|
|
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|
·
LM100 Broadcast Loudness Meter
|
|
Used for applications in postproduction and television broadcast facilities.
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|
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|
|
|
·
DM100 Bitstream Analyzer
|
|
|
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|
·
Model 737 Film Soundtrack Loudness Meter
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|
Dolby Surround and Dolby Pro Logic II
|
|
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|
·
DP563 Dolby Surround and Pro Logic II Encoder
|
|
Enables any two-channel audio medium to carry four-channel sound. Used for applications in postproduction, television broadcast, video-game creation and recording
facilities.
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|
·
DP564 Multi-channel Audio Decoder
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|
·
Model SEU4 Dolby Surround Encoder
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|
·
Model SDU4 Dolby Surround Decoder
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|
|
Dolby SR and A-type
|
|
|
|
·
Model 363 noise reduction unit
|
|
Improves the dynamic range and reduces noise of analog recordings and transmissions in professional audio production.
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|
|
Signal Processing
|
|
|
|
·
Model 585 Time Scaling Processor
|
|
Used for recording and film production applications.
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|
·
Model 740 Spectral Processor
|
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|
|
ISDN, Cable and Satellite Audio
|
|
|
|
·
DP503 Digital Audio Encoder
|
|
Designed for transmission systems requiring high-quality audio with spectrum-efficient data rates.
|
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|
|
|
·
DP524 Digital Audio
Decoder
|
|
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|
|
Tape Duplication
|
|
|
|
·
Models 422 and 422B processors
|
|
Enables Dolby B-type and C-type noise reduction for audio and videotape duplication.
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81
Cinema Operators.
Cinema operators use our professional products to play
motion picture soundtracks that have been produced using our sound technologies. The professional products we sell to cinema operators include the following:
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|
|
Product Category
|
|
|
|
Products
|
|
Description/Use
|
|
Cinema Processors
|
|
|
|
·
CP650XO, CP650, CP650D and CP650SR Digital Cinema
Processors
|
|
Used to decode a films soundtrack and calibrate the sound system in a movie theatre.
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|
|
|
|
·
CP45, CP65 and CP200 Cinema Processors
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|
Cinema Adapters
|
|
|
|
·
Digital Media Adapter Model DMA 8
|
|
Used to adapt existing cinema sound systems to the latest sound formats.
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|
|
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|
|
·
DA20 Digital Film Sound Processor
|
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|
|
·
SA10 Surround Adapter
|
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|
Cinema Subtitle
|
|
|
|
·
ScreenTalk
|
|
Provides full-color digital subtitles and audio commentary for the hearing and visually impaired.
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|
|
|
Sound Readers
|
|
|
|
·
Dolby 702 Digital Soundhead
|
|
Attaches directly to many current and older cinema projectors, enabling playback of Dolby Digital and Dolby Digital Surround EX soundtracks.
|
Digital
Cinema.
We have designed professional products which will enable cinemas to store and playback films released in an all digital format. Our digital cinema products include the following:
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|
|
|
|
Products
|
|
Description of Products
|
|
Dolby Show Store
|
|
Loads and stores encrypted digital film files.
|
|
|
|
|
Dolby Show Player
|
|
Decrypts and decodes digital film files for presentation on a digital projector.
|
Professional
Services
We offer a variety of production services to
support the motion picture, broadcast, recording and video game industries. Our sound engineers work alongside filmmakers, television broadcasters, music producers and video game designers to help them use our products to create and reproduce the
sound they envision. We enter into service agreements with filmmakers on a film-by-film basis to provide them with sound production services related to the preparation of a Dolby soundtrack, such as equipment calibration, mixing room alignment and
equalization. Under these service agreements, we also provide a Dolby encoder to the filmmaker for use during sound mixing. We sometimes also provide additional services under these service agreements, for an additional charge, such as print
checking and theatre alignment for special screenings.
Our
engineers can also provide training, system design expertise and on-site technical expertise to cinema operators throughout the world to help them configure their theatres and sound equipment to ensure that movie soundtracks are replayed with
consistent high sound quality. In addition, our engineers can also check the calibration of a theatres sound system for important screenings, such as premieres, film festivals and press screenings. Our engineers can also help optimize a
theatres on-screen image using specialized test equipment and expertise.
Technology Licensing Segment
We license our
technologies to manufacturers of consumer electronics products. We utilize two models in our licensing businessa two-tier model and an integrated model. We also license some of our patents as well as patents owned by other entities through
patent pools.
82
Two-Tier Licensing Model
Most of our licensing business consists of a two-tier licensing model whereby our technology algorithms, embodied in
C-language reference software code, are first provided under license to a semiconductor manufacturer who incorporates our technologies in a semiconductor chip such as an integrated circuit, or IC. Our licensed semiconductor manufacturers, which we
refer to as implementation licensees, then sell their ICs to manufacturers of consumer electronics products which also hold licenses to use our technologies and which we refer to as system licensees. Our system licensees are
separately licensed by us to make and sell end-user consumer electronics products, such as cassette decks, DVD players, DVD recorders, audio/video receivers, television sets, set-top boxes, video game consoles, personal audio and video players,
personal computers and in-car entertainment systems, that incorporate ICs purchased from our implementation licensees.
Our implementation licensees may use our reference software and other licensed know-how directly, building and selling core technologies, such as ICs or
software library modules. The implementation licensees pay us only a modest, one-time, up-front administrative fee, typically between $10,000 and $20,000, per license. In exchange, the licensee receives a licensing package, which includes certain
information useful to build their implementation. Once the licensee has built its implementation, it sends us a sample for quality-control certification. If we certify the implementation, the licensee is permitted to sell the approved implementation
to system licensees. We do not receive any royalties from implementation licensees. We work with over 40 semiconductor manufacturers, helping them incorporate our technologies into their ICs. Representative semiconductor manufacturers who are
implementation licensees include Cirrus Logic, Industrial Technology Research Institute, Matsushita Electrical, MediaTek, Sony, Yamaha and Zoran.
Our system licensees pay us an initial fee for the technologies they choose to license from us, typically between $10,000 and $20,000. We deliver system
licensees a licensing package that includes information useful in utilizing our technologies in their products. Once a system licensee has built a prototype of a product that incorporates our technologies, they send us a sample for quality-control
certification. If certified, the licensee is permitted to buy approved implementations from any implementation licensee and to sell approved products to consumers. Unlike sales of ICs by implementation licensees, sales of consumer electronics
products incorporating our technologies by system licensees are royalty bearing, generally based upon the number of units shipped by the system licensees that incorporate our technologies. We have licensing arrangements with approximately 500
consumer electronics product manufacturers and software developer licensees located in nearly 30 countries, which typically entitle us to receive a royalty for every product incorporating our technologies shipped by them.
Integrated Licensing Model
In addition to our two-tier licensing model, we also license our
technologies, again as embodied in C-language reference software code, to independent software vendors, or ISVs. These ISVs act as combined implementation and system licensees, and incorporate our technologies in software applications such as
personal computer software DVD players used in desktop or notebook computers. In these cases, the implementation and the system are one and the same, typically a software program compiled directly from our reference code. As
with the two-tier licensing model, the ISV pays us an initial administrative fee, typically between $10,000 and $20,000. In exchange, the ISV receives a licensing package, which includes information useful in order to incorporate our technologies
into the ISVs software program. Once the ISV has built their software product, they send us a sample for quality-control certification. If certified by us, the ISV is permitted to sell the certified product to consumers, subject to the payment
of royalties to us for each unit shipped.
Licensing of
Patent Pools
Through our wholly owned subsidiary, Via
Licensing, we administer the licensing of some of our patents in patent pools with patents owned by other companies. These patent pools allow product manufacturers streamlined access to certain foundational technologies, including
aspects of audio coding, video coding, digital radio and wireless Ethernet technologies, among other technologies.
83
Customers
We have customers in a wide range of entertainment industries, on both the professional products and production services and the technology licensing
sides of our business.
Professional Products and
Services Customers
We have a broad market
presence on the professional products and services side of our business. Our professional products, including cinema processors, are distributed in over 50 countries and our products and technologies have been used in the production of over 16,000
movies, tens of thousands of DVDs and hundreds of video games worldwide. We have sold over 73,000 cinema processors to cinema operators in over 50 countries. We sell our professional products either directly to the end-user customer or, more
commonly, through dealers and distributors. The table below lists some of the movie studios, cinema operators, film distributors, broadcasters, and video game designers that use our professional products and production services. These customers are
significant end users of our products and professional services, both in terms of revenue and strategic importance to us. However, none of these customers individually represented more than 5% of our revenue in fiscal 2004.
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|
Category
|
|
Significant End-Users
|
|
Movie Studios
|
|
·
DreamWorks
·
New Line Cinema
·
Paramount
·
Sony Pictures Entertainment
|
|
·
Universal
Studios
·
Walt Disney
·
Warner Brothers
|
|
|
|
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|
Cinema Operators
|
|
·
AMC
Entertainment
·
Cinemark
USA
·
EuroPalaces
·
Loews-Cineplex
·
National Amusements
|
|
·
Regal Cinemas
·
UCI
·
UGC Cinemas Group
·
Warner Brothers International
Theaters
|
|
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|
Film Distributors
|
|
·
Buena Vista
International
·
Columbia
Tristar
·
Pathé
|
|
·
20
th
Century Fox
·
United International Pictures
·
Warner Brothers
|
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|
|
|
Broadcasters:
|
|
|
|
|
|
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|
Television Networks
|
|
·
ABC
·
CBS
·
FOX
|
|
·
NBC
·
PBS
|
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|
Cable Network Channels
|
|
·
HBO
·
Showtime
|
|
·
Starz! Encore
·
Turner Broadcasting System
|
|
|
|
|
|
U.S. Direct Satellite Television Broadcasters and Broadcast Services
|
|
·
DirectTV
·
Echostars Dish Network
|
|
·
Cablevisions VOOM
|
|
|
|
|
|
European Broadcasting Networks and Satellite Broadcasters
|
|
·
BBC, Sky (UK)
·
ORF (Austria)
·
Premiere, ProSieben, ZDF and Sat.1
(Germany)
·
RAI, Mediaset
(Italy)
|
|
·
SVT and Canal Plus
(Sweden)
·
TF1, TPS, Canal Plus
(France)
|
|
|
|
|
|
Asia-Pacific Broadcasting Networks and Satellite Broadcasters
|
|
·
ABC, Nine Network, Channel Seven, Channel Ten, Foxtel
(Australia)
|
|
·
CCTV (China)
·
SkyLife (Korea)
|
|
|
|
|
|
Video Game Designers
|
|
·
Electronic Arts
·
Microsoft Game Studio
|
|
·
Nintendo
·
SCEA
|
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Licensees
We also have a broad market presence on the licensing side of our business. We have licensed our sound technologies to
consumer electronics product manufacturers in nearly 30 countries. Over 1.6 billion consumer electronics product units sold worldwide have incorporated our licensed technologies. The table below lists our major licensing customers by category. These
customers represented in the aggregate over 60% of our licensing revenue in fiscal 2004:
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Category
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Representative Customers/Brands
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Home Audio/Video Products (
e.g., DVD players, DVD recorders, high-definition televisions, audio/video receivers and cassette decks
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LG Electronics
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Mitsubishi
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Onkyo
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Panasonic
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Philips
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Pioneer
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Samsung
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Sony
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Thomson
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Set-top Boxes
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Matsushita
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Motorola
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Pace
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Pioneer
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Scientific-Atlanta
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Thomson
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Personal Audio Players
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Apple (iPod)
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Sony
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Video Game Consoles
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Microsoft X-Box
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Sony PS2
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In-Car Entertainment Systems
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Alpine
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Matsushita/Panasonic
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Personal Computer Software DVD Developers
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Cyberlink
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InterVideo
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Industry Standards
We believe that the entertainment industry evolves toward an improved
entertainment experience through the adoption of global technological standards. Industry standards may be created through formal negotiated standards processes, whereby governmental entities, industry standards bodies, trade
associations and others evaluate and then select technology standards, which are then prescribed or, in certain cases, required for use by industry companies. We sometimes refer to these as explicit standards. In addition, industry
standards may be created through a de facto process, whereby a technology is introduced directly in the marketplace and becomes widely used by industry participants.
We actively participate in a broad spectrum of professional organizations and industry standards boards worldwide that
establish explicit industry standards, including the following organizations, among others:
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Advanced Television Systems Committee, or
ATSC
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International Telecommunications Union, or
ITU
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Consumer Electronics Association, or CEA
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Moving Pictures Experts Group, or MPEG
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Digital Living Network
Alliance, or DLNA
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Digital Video
Broadcasting, or DVB, Project
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Society of Cable Telecommunications Engineers, or
SCTE
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DVD Forum
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International Electrotechnical Commission, or
IEC
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Society of Motion Picture and Television Engineers, or
SMPTE.
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Certain of our
technologies have been adopted as the explicit or de facto industry standards on both the professional and consumer sides of our business, including the following:
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DVD
. Dolby Digital is one of two global standard formats, along with PCM, approved by the DVD Forum for encoding movie soundtracks on DVD discs. As a
result, virtually all DVD players incorporate our Dolby Digital decoding technologies. In addition, the DVD Forum has mandated the use of Dolby Digital Plus and MLP Lossless as audio formats for High-Definition DVD, and the Blu-ray Disc Association
has mandated the use of Dolby Digital as an audio standard on its new Blu-ray Disc format.
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Movie soundtracks.
Dolby SR and Dolby Digital are de facto industry standards in that virtually all major movie soundtracks throughout the world are
encoded using one or both of these technologies.
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Digital terrestrial television.
Our digital AC-3 technology has been designated as an explicit industry standard by the ATSC as the audio system for
digital terrestrial television, or DTV. In addition, the Federal Communications Commission has mandated the use of the ATSC specification for terrestrial DTV broadcasting in the United States. Government regulators in Canada, Mexico and Korea have
also specified that the ATSC specification be used for DTV in those countries.
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Digital cable.
The Society of Cable Telecommunications Engineers has mandated the use of Dolby Digital for digital cable television in North America.
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Music Recording
. Our Dolby A-, B-, C-, SR- and S-type noise reduction technologies have been de facto industry standards both for professional analog
tape music recordings and for consumer playback of tape cassettes, including in mid-range and high-end cassette players, portable cassette players and car stereos.
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Another example of our participation in industry standards institution is the loudness initiative, where we are active with
the ATSC, European Broadcasting Union, ITU and SCTE industry groups, among others, to assist the industry in developing standards for measurement and control of program loudness for television broadcasts.
We also spearhead efforts to create standards in industries where
historically there has been a lack of standardization. When we entered the film industry, there was no standard for the reproduction of stereo soundtracks and so each film sounded different as did each theatre. We led efforts to establish some
standard playback characteristics still in use today. Currently, the lack of standardization for cinema advertising has led to many loud commercials. To address the loudness problem, we brought together companies selling advertising space on cinema
screens around the world and established with them a technical specification for the audio of the commercials. Similarly, we worked with Hollywood film studios to standardize the loudness of film trailers following complaints from theatres. Our
combined efforts resulted in the formation of the Trailer Audio Standards Association, or TASA. TASA and its equivalent international counterparts now monitor the levels of loudness in all trailers. In the United States, all film trailers must
comply with the standards in order to receive a rating. We have also been a key participant in the Dye Track program to change the physical structure of analog soundtracks from a water-wasteful and ecologically unsound technique into a more
environmentally friendly pure dye track. We developed the technology and have donated the patent to the industry. We have held the chairmanship of the driving committee since its inception in 1998. Other key companies in the Dye Track program
include Kodak, Fuji, Technicolor and DeLuxe. Metro-Goldwyn-Mayer, Disney and Dreamworks all have recently announced their intention to release their films with the new process.
Sales and Marketing
Professional Products and Production Services
We sell our professional products through sales channels dedicated to specific industries. For cinema products, we sell to a combination of dealers,
distributors and original equipment manufacturers, as well as directly to theatres themselves. Larger theatre chains, such as AMC and Regal, have their own purchasing departments and buy our products directly. Smaller chains and independents
typically make their purchases through distributors. We also sell our professional products through cinema projector manufacturers that also act as distributors for other cinema equipment so that they can put together packages. Companies to whom we
sell our equipment typically have attended a training course in installation and alignment in order to ensure that our equipment is correctly installed and aligned, thus assuring a high quality experience for the audience.
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Our professional broadcast products are sold to companies specializing in broadcast equipment, as well as
some system integrators who design and equip complete broadcast installations. We also sell circuit boards incorporating our broadcast technologies to other manufacturers to integrate into their own broadcast products. For large purchases, we also
sell directly to the end-user.
Marketing for both our cinema
and broadcast products is largely done at industry trade shows such as the Audio Engineering Society exhibitions, CineAsia, Cinema Expo, International Broadcasters Convention, National Association of Broadcasters, ShowEast and ShoWest. We also
advertise in trade magazines on a limited basis.
For
production services, we deal directly with the film production company, which typically enters into a service contract with us for a specific film. Under the terms of our licensing agreements, we provide the equipment required to perform the
mastering to the film production companies. Any additional services provided, usually in the printing laboratory or in theatres, are then charged at our current engineering rates.
Consumer Licensing
We sell and market our licensed technologies to a wide range of consumer electronics product manufacturers through our account management team. This
team markets our technologies to potential licensees on a worldwide basis from our headquarters in San Francisco and is supported by our liaison offices in Beijing, Hong Kong, London, Shanghai and Tokyo. We divide our sales and marketing efforts for
our licensed technologies into different market segments: consumer electronics, broadcast, in-car entertainment systems, personal computers and video games. In the consumer electronics market, we focus our sales and marketing efforts on
manufacturers of consumer electronics products such as DVD players, DVD recorders, home theatre systems, audio/video receivers, and personal audio and video players. In the broadcast market, we market our technologies to makers of digital
televisions and set-top boxes. In the automotive market, we market our technologies directly to automotive manufacturers, as well as manufacturers of after-market in-car entertainment systems. In the personal computer market, we focus our marketing
efforts on software developers, but also have begun to market our technologies directly to personal computer manufacturers. In the video game market, we have a dedicated team of marketers who focus their efforts on game developers and publishers.
Research and Development
For almost 40 years, we have concentrated research and development on audio
signal processing technologies. However, we have recently expanded our research and development efforts into other areas important for future entertainment systems, including technologies for processing digital moving images and protecting content.
The research division conducts applied research in sound,
image and related signal processing technologies. By focusing on creation, proof of feasibility and early-stage prototyping of patentable new sound, image and related technologies, the research division serves as a source of new technologies for the
engineering and technology development teams in the professional and consumer divisions. The research division also helps identify, investigate and analyze new long-term opportunities, helps shape our technology strategy, and provides support for
internally developed and externally acquired technologies.
Engineering and technology development teams in the professional and consumer divisions take the technologies developed by the research division and further implement such technologies in our professional products and licensed applications.
Engineers in our professional division design and develop software and hardware products and systems that we manufacture and sell for professional applications. Engineers and technology development teams in the consumer division primarily focus on
the development of reference designs, typically software, for the technology implementations that we license for consumer, and some professional, applications. In addition, our professional and consumer divisions are also involved in the
commercialization of technologies created by third parties that may be of interest to us.
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In recent years, we have expanded our research and development efforts to include technologies that are
not solely related to sound. These technologies include digital image signal processing and content protection technologies that facilitate the delivery of digital entertainment. In addition, we are continuing to explore other areas where we may be
able to develop and deliver technologies that enrich the entertainment experience.
We conduct our research and development activities at a number of locations worldwide, including Burbank, California, San Francisco, California, Richmond, Virginia and Sydney, Australia. As of September 24, 2004, we
had approximately 158 employees involved in research and development. Our research and development expenses were $15.1 million, $18.3 million and $23.9 million in fiscal 2002, 2003 and 2004, respectively.
Manufacturing
Our professional product manufacturing process is a low volume, material intense, low labor business operation, with core
competencies of automation, quick set ups, experienced personnel and product testing. Due to the complex nature of most of our professional products as well as the low-volume nature, we believe that we can best ensure product quality by keeping our
manufacturing processes entirely in-house and not outsourcing assembly or testing procedures.
We manufacture our professional products in our two manufacturing facilities located in Brisbane, California and Wootton Bassett, England. While both facilities manufacture our main cinema processors, the Brisbane
facility also manufactures most of the professional and broadcast products, while Wootton Bassett manufactures lower volume and specialty cinema products. By having the same types of equipment, as well as assembly and testing, in both locations, we
are able to balance production output between locations to meet customer demands.
Our manufacturing process is a circuit board assembly operation, meaning we do not manufacture circuit boards nor do we fabricate metal products in-house as those activities are outsourced to multiple suppliers in the
United States and in Europe. Our product quality is ensured by a high level of automation to eliminate manual assembly as much as possible and provide for an efficient and consistent manufacturing process. Automated assembly capabilities include
surface mount, through-hole and odd-form insertion. Our product testing includes in-circuit testing of finished circuit boards, functional testing of all parameters in the engineering specifications, and final testing to ensure that the product
meets the published specifications. We utilize Teradyne in-circuit test systems and automated functional test equipment, such as Audio Precision.
We purchase components and fabricated parts from multiple suppliers in the United States and Europe. We rely on sole source suppliers for some of the
components that we use to manufacture our professional products, including certain charged coupled devices, light emitting diodes and digital signal processors. If these sole source suppliers become unable or unwilling to deliver these components to
us at an acceptable cost or at all, we could be forced to redesign certain of our products, which could result in material production delays, increased costs and reductions in shipments of our products, any of which could increase our operating
costs, harm our customer relationships or materially and adversely affect our business and operating results. We source components and fabricated parts locally, but we also buy globally in order to ensure continued supply.
Competition
The markets for entertainment industry technologies, including motion picture, broadcasting, consumer electronics, computer,
gaming and Internet technologies, are highly competitive, and we face competitive threats and pricing pressure in all of these industries. Our competitors in our products and services business include, among other companies, Avica, EVS, GDC, Kodak,
Microsoft, NEC, Panastereo, Sony, Digital Theater Systems and UltraStereo. On the technology licensing side of our business, our competitors include Coding Technologies, Digital Theater Systems, Fraunhofer Institute for Integrated Circuits,
Microsoft, Philips, RealNetworks, Sony, SRS Labs and Thomson. Other companies may become competitors in the future.
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Some of our current and future competitors may have significantly greater financial, technical, marketing
and other resources than we do, or may have more experience or advantages in the markets in which they compete. For example, Microsoft and RealNetworks may have an advantage over us in the market for Internet technologies because of their greater
experience in that market. In addition, some of our current or potential competitors, such as Microsoft and RealNetworks, may be able to offer integrated system solutions in certain markets for sound or non-sound entertainment technologies,
including audio, video and rights management technologies related to personal computers or the Internet, which could make competing technologies that we develop unnecessary. By offering an integrated system solution, these potential competitors also
may be able to offer competing technologies at lower prices than our technologies, which could adversely affect our operating results.
We also face competitive risks in situations where our customers are also current or potential competitors. For example, Sony is a significant customer
and is also a competitor with respect to certain of our professional and consumer technologies. Sonys announcement in September 2004 that it plans to acquire Metro-Goldwyn-Mayer, which is also a significant purchaser of our professional
products and production services, is expected to increase this potential competitive risk. In addition, Universal, which is a purchaser of our professional products and production services, also has had an ownership interest in Digital Theater
Systems, one of our competitors.
In addition, many of the
consumer electronics products that include our sound technologies also include sound technologies developed by our competitors.
We believe that the principal competitive factors in each of our markets include some or all of the following:
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Inclusion in explicit industry standards;
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Adoption as de facto industry standards;
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Brand recognition and reputation;
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Quality and reliability of products and services;
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Technology performance, flexibility and range of application;
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Relationships with film producers and distributors and with semiconductor and consumer electronics product manufacturers;
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Availability of compatible high-quality audio content and the inclusion of Dolby Digital soundtracks on DVDs;
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Timeliness and relevance of new product introductions.
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We believe we compete favorably with respect to many of these factors.
We are unable to quantify our market share in any particular market in which we operate. Our products and services span
the audio portions of several separate and diverse industries, including the motion picture, broadcasting and video game industries. The lack of clear definition of the markets in which our products, services and technologies are sold or licensed,
the basic nature of our technologies, which can be used for a variety of purposes, and the diverse nature of and lack of detailed reporting by our competitors makes it impracticable to quantify our position.
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Intellectual Property
We rely on a combination of patent, trademark, copyright and trade secret laws in the U.S. and other jurisdictions, as well as confidentiality procedures
and contractual provisions, to protect our proprietary technologies and our brand. We have a substantial base of intellectual property assets, including patents, trademarks, copyrights and trade secrets such as know-how.
We have over 770 individual issued patents and over 700 pending patent
applications in nearly 30 jurisdictions throughout the world. Our issued patents are scheduled to expire at various times through April 2023. Of these, ten patents are scheduled to expire in calendar year 2005, 66 patents are scheduled to expire in
calendar year 2006, and 44 patents are scheduled to expire in calendar year 2007. We derive our licensing revenue principally from our Dolby Digital technologies. Patents relating to our Dolby Digital technologies expire between 2008 and 2017, and
patents relating to our Dolby Digital Plus technologies expire between 2019 and 2020. We pursue a general practice of filing patent applications for our technology in the United States and various foreign countries where our customers manufacture,
distribute, or sell licensed products. We actively pursue new applications to expand our patent portfolio to address new technology innovations. We have multiple patents covering unique aspects and improvements for many of our technologies.
We have over 800 trademark registrations throughout the world
for a variety of word marks, logos and slogans. Our marks cover our various products, technologies, improvements and features, as well as the services that we provide. Our trademarks are an integral part of our licensing program and licensees
typically elect to place our trademarks on their products to inform consumers that their products incorporate our technology and meet our quality specifications. Our trademarks include the following:
Examples of our Word Trademarks
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Dolby
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Dolby Digital
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Dolby Headphone
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Dolby SR
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Dolby Surround
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EQ Assist
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MLP
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Surround EX
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Examples of our Logo
Trademarks
We have a significant amount of
copyright protected materials including software, textual materials and master audio materials. In addition, we also seek to maintain certain intellectual property as trade secrets.
Third parties may infringe or misappropriate our intellectual property rights, or our technologies may be alleged to
infringe or misappropriate existing patents or other intellectual property rights of third parties. We may enter into litigation based on allegations of infringement or other violations of intellectual property rights. Intellectual property claims,
with or without merit, could be time-consuming, expensive to litigate or settle and could divert management resources and attention. An adverse determination could require that we pay damages,
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pay royalties or stop using technologies found to be in violation of a third partys rights, which could prevent us from offering our products and
services to others. We may be required to enter into royalty or license agreements to use a third partys technologies, which may not be available on reasonable terms, if at all. Alternatively, we may have to develop non-infringing
technologies, at significant expense and effort. If we cannot license or develop technologies for the infringing aspects of our business, we may be forced to limit our product and service offerings and may be unable to compete effectively.
We also actively attempt to enforce our intellectual property
rights in foreign countries. However, we have experienced problems in the past with consumer electronics product manufacturers, particularly in China, failing to report or underreporting shipments of their products that incorporate our technologies,
and we expect to continue to experience such problems in the future. In addition, we may experience similar problems in other countries where intellectual property rights are not as respected as they are in the United States, Japan and Europe.
In addition, we have relatively few or no issued patents in
certain countries. For example, in China we have only limited patent protection, especially with respect to our Dolby Digital technologies. In India, we have no issued patents. As such, growing our licensing revenue in developing countries such as
China and India will depend on our ability to obtain patent rights in these counties for existing and new technologies, which is uncertain. Moreover, because of the limitations of the legal systems in many of these countries, the effectiveness of
patents obtained or that may in the future be obtained, if any, is likewise uncertain.
Legal Proceedings
In May 2001, we filed a
lawsuit against Lucent Technologies, Inc. and Lucent Technologies Guardian I, LLC, together Lucent, in the United States District Court for the Northern District of California. We seek a declaration that U.S. patents 5,627,938 and
5,341,457 are invalid and that we have not infringed, induced others to infringe or contributed to infringement of any of the claims of these patents. These patents generally involve a process and means for encoding and decoding audio signals.
Lucent twice moved to dismiss our complaint. After its second motion was denied, Lucent filed an application with the United States Patent and Trademark Office to reissue one of these patents. The outcome of that proceeding is currently not
determinable. In August 2002, Lucent filed counterclaims alleging that we have infringed the two patents-in-suit directly and by inducing or contributing to the infringement of those patents by others. Lucent contends that products incorporating our
AC-3 technology infringe those patents. Lucent seeks injunctive relief and unspecified damages. The case is now set for jury trial in San Jose, California in April 2005. We believe Lucents claims are without merit, and we are vigorously
litigating this matter. However, as with any litigation, the outcome is uncertain. A determination against us in the Lucent litigation could materially impact our technology licensing business, which may seriously harm our financial condition and
results operations. Even if we prevail in this dispute, the litigation will be expensive and time-consuming and may distract our management from operating our business.
Employees
As of September 24, 2004, we had 750 employees worldwide consisting of 158 employees in research and development, 319 employees in sales, marketing and
support, 121 employees in manufacturing and distribution, and 152 employees in finance and administration. As of September 24, 2004, approximately 184 of our 750 employees were working outside of the United States. None of our employees is subject
to a collective bargaining agreement. We believe that our employee relations are good.
Facilities
Our principal executive offices
are located at 100 Potrero Avenue, San Francisco, California, occupying approximately 78,000 square feet of space. The lease for these offices expires on December 31, 2005, and we have an option to extend the term for an additional five years. We
lease our principal executive offices from
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Ray Dolby. See Certain Relationships and Related Party TransactionsReal Estate TransactionsLease for 100 Potrero Avenue.
Ray and Dagmar Dolby, the Ray Dolby Trust or the Dolby Family
Trust owns a majority financial interest in real estate entities that own and lease to us certain of our other facilities in California and the United Kingdom. We own the remaining financial interests in these real estate entities. We lease from
these real estate entities approximately 140,000 square feet of space at 999 Brannan Street, San Francisco, California for our principal administrative offices, approximately 45,000 square feet of space in Brisbane, California for manufacturing
facilities, approximately 75,000 square feet of space in Wootton Bassett, England for manufacturing, sales, services and administrative facilities and approximately 19,000 square feet of space in Burbank, California for research and development,
sales, services and administrative facilities. The leases for these facilities expire at various times through 2015. See Certain Relationships and Related Party TransactionsReal Estate TransactionsJointly Owned Real Estate
Entities.
We also lease additional research and
development, sales and administrative facilities from third parties in California, New York and Virginia, and internationally, in Beijing, London, Hong Kong, Shanghai, Sydney, and Tokyo. The leases for these facilities expire at various times
through 2017.
We believe that our current facilities are
adequate to meet our needs for the foreseeable future, and that suitable additional or alternative space will be available in the future on commercially reasonable terms to accommodate our foreseeable future operations.
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