At the moment it looks like you would have to make some changes to the integration source code. Although I believe it should be just a matter of changing the FMODAudioComponent position to be relative to the listener instead of the absolute world position. You would need to do the calculations, as mentioned in the video, but it should be fairly straight forward to do.
You can attach the UE4 listener to the camera using SetAudioListenerOverride, which is what FMOD uses for the listener position. Then use the player position as the attenuation position to calculate the new position of the sound. In the FMODAudioComponent we use the GetComponentTransform’s location as the position to give to FMOD, you could intercept this and use the new camera relative position instead.
This is something we could look at adding to the integration in the future that could be enabled by a setting.