I'm having the same problem: when I first play a sound, the first ~50ms fades in, but if I replay it before it has finished, there is no fade-in. If I wait for the sound to finish and replay it, the fade-in is present again. This is especially noticeable for sounds with a lot happening in the first 50ms... otherwise, I would not have noticed this problem.
I'm using SFML 2.0 on OS X.
I did some reading up on OpenAl, and since it's for 3d sounds mainly, it got me thinking that maybe it doesn't like mono. It doesn't, as it turned out! The sounds have to be stereo. Single channel doesn't cut it.
Hmm... that seems backwards to me. See the SFML sound spatialization tutorial:
http://www.sfml-dev.org/tutorials/2.0/audio-spatialization.php. It says:
A sound can be spatialized only if it has a single channel, i.e. if it's a mono sound. Spatialization is disabled for sounds with more channels, since they already explicitely decide how to use the speakers. This is very important to keep in mind.
In any case, it appears that spatialization could be part of the sound fade-in problem, as eigen described. I too tried converting my sound files from mono to stereo, and that does seem to fix the problem (no more fade-in). I'm assuming this simply disables spatialized sound, just as the tutorial said.
I also tried disabling spatialized sound programmatically (still using mono sound files) by calling sound.setRelativeToListener(true), and leaving the default sound position at (0,0,0), which is described later in the same tutorial:
This can be useful for sounds emitted by the listener itself (like a gun shot, or foot steps). It also has the interesting side-effect of disabling spatialization if you set the position of the audio source to (0, 0, 0).
I was hoping that this alternate method of disabling sound spatialization would also remove the fade-in problem without having to modify my sound files. Unfortunately, it doesn't seem to fix the problem.
If anyone has any more info on this sound fade-in problem (like another way to disable sound spatialization programmatically), it would be appreciated.