Dolby Laboratories Financial Activities - Other 2010-2025 | DLB

Dolby Laboratories annual/quarterly financial activities - other history and growth rate from 2010 to 2025. Financial activities - other can be defined as the net amount of items a company reports that are too small to report separately. Additionally, this field holds the sum of items a company reports that cannot be assigned to any other standardized field in the financing activities section of the Cash Flows Statement.
  • Dolby Laboratories financial activities - other for the quarter ending March 31, 2025 was $-0.035B, a 3.98% decline year-over-year.
  • Dolby Laboratories financial activities - other for the twelve months ending March 31, 2025 was $-0.163B, a 22.78% increase year-over-year.
  • Dolby Laboratories annual financial activities - other for 2024 was $-0.053B, a 67.46% increase from 2023.
  • Dolby Laboratories annual financial activities - other for 2023 was $-0.032B, a 15.7% decline from 2022.
  • Dolby Laboratories annual financial activities - other for 2022 was $-0.038B, a 4.33% decline from 2021.
Dolby Laboratories Annual Financial Activities - Other
(Millions of US $)
2024 $-53
2023 $-32
2022 $-38
2021 $-40
2020 $-28
2019 $-25
2018 $-23
2017 $-20
2016 $-14
2015 $-19
2014 $-18
2013 $-13
2012 $-3
2011 $2
2010 $22
2009 $6
Sector Industry Market Cap Revenue
Consumer Discretionary Audio & Video Home Production $7.145B $1.274B
Dolby Laboratories, Inc. specializes in audio noise reduction and audio encoding/compression. The company offers state-of-the-art audio, imaging, and voice technologies that revolutionize entertainment and communications at theaters, home, work and mobile devices. Also, the company designs and manufactures audio and imaging products including digital cinema servers and other products for film production, cinema, television, broadcast and other entertainment industries. Moreover, Dolby offers a host of services for supporting theatrical and television production for cinema exhibition, broadcast and home entertainment. This apart, it serves film studios, content creators, post-production facilities, cinema operators, broadcasters and video game designers. The products of the company are sold directly to the end users and through dealers and distributors as well. A majority of the company's revenues are derived from the licensing of audio technologies.
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