It seems that whenever the engine attempts to play a player sound originating from something other than a PlayerPawn (e.g. monsters, console commands), it will always use the first defined sound class ("player" in Doom and "fighter" in Hexen) when selecting which sound to play. It would probably make more sense to use the sound class of the console player instead, which would make things like this possible without gross hacks (not sure if that can even be done at all right now, probably only by rewriting the intermission screen code).
This can be easily reproduced in Hexen by selecting a player class other than fighter and typing a console command to play a player sound (e.g.
playsound *death
).Tested in GZDoom 4.6.1.