I can't duplicate this, and have never seen it. It seems like someone else mentioned this happening once out of the blue, with a different sound effect, but that was a super rare thing. There is almost definitely no way the game code can directly cause this, because it basically just says "play this asynchronously once" to DirectSound and then moves on. It wouldn't keep playing it unless the trigger was still being fired, which wouldn't result in exactly the same behavior anyway.
So my point is that this is some sort of looping glitch on the DirectSound thread running this sound effect, unfortunately. Hopefully that will not happen again, but I'm not sure if there's anything I can do about it since it's basically outside the control level of my actual application.