Couple of things:
Are you passing x to the sine function as degrees, or radians? What does the function expect? If the function works with radians, and you are passing the x coordinate in the range 0-800, the sprite will advance about 120 waves (800 / 2pi) in the course of traversing the screen. This will lead to jerkiness as you grab it at different heights.
If it works with degrees, it should result in a more smooth result, as you'd only go through (800 / 360) 2 waves instead of 120.
Also, careful when multiplying by times; SFML uses ms, meaning at 60 frames per second you're multiplying by 16 (lower framerates provide a bigger multiplier).
Further, the result of sin(x) is going to be between -1 and 1. You'll need a scaling factor for this to even be evident (otherwise it's moving at most 1 pixel up or down). Multiplying by 10 only gets you up to a 20 pixel amplitude in the movement.
If you provide a more detailed sample we can help more.