3D-coordinates and orientation - transformation from game to FMOD

My game used a global coordinate-system North(x), East(y), Down(z), so righthanded. But for FMOD it is stated that:

By default FMOD uses a left-handed coordinate system. If you are using a right-handed coordinate system then FMOD must be initialized by passing FMOD_INIT_3D_RIGHTHANDED to System::init. In either case FMOD requires that the positive Y axis is up and the positive X axis is right, if your coordinate system uses a different convention then you must rotate your vectors into FMOD’s space before passing them to FMOD.

FMOD - White Papers | 3D Sounds (orientation and left handed vs right handed coordinate systems)

Is it correct to assume that the FMOD “positive Y axis is up and the positive X axis is right” are local coordinates and only needed for orientation?

Eg assume an event_instance_ at position (1, 2, 3), speed (4, 5, 6) with forward orientation (1, 0, 0) and up (0, 0, -1) all in global NED game-coordinates, would this then be for FMOD:

const FMOD_3D_ATTRIBUTES attributes {
    .position {1, 2, 3},
    .velocity {4, 5, 6},
    .forward {0, 0, -1},
    .up {0, 1, 0}
};
event_instance_->set3DAttributes(&attributes)

Or do I need to transform the position and velocity as well?